/**
 * Original C# Author: William (TinkerWorX)
 * Converting to Typescript: Henning Berge (Promises)
 */

import * as fs from 'fs';

const apiJson = [{"n":"DzTriggerRegisterMouseEventTrg","d":"任意玩家${key}${actionkey}时","c":"请使用“获取触发硬件事件的玩家”来获取触发玩家","t":"注册鼠标事件"},{"n":"DzTriggerRegisterKeyEventTrg","d":"任意玩家${keyaction}${key}时","c":"请使用“获取触发硬件事件的玩家”来获取触发玩家","t":"键盘事件"},{"n":"DzTriggerRegisterMouseMoveEventTrg","d":"任意玩家移动鼠标","c":"请使用“获取触发硬件事件的玩家”来获取触发玩家","t":"鼠标移动事件"},{"n":"DzTriggerRegisterMouseWheelEventTrg","d":"任意玩家滑动鼠标滚轮","c":"请使用“获取触发硬件事件的玩家”来获取触发玩家，滚轮的方向由“获取滚轮变化值”的正负来判断","t":"鼠标滚轮事件"},{"n":"DzTriggerRegisterWindowResizeEventTrg","d":"任意玩家改变窗口大小","c":"请使用“获取触发硬件事件的玩家”来获取触发玩家。这个事件会在玩家拖动窗口大小时频繁触发","t":"窗口大小变化事件"},{"n":"DzF2I","d":"转换${Frame}为整数","c":"","t":"转换Frame为整数"},{"n":"DzI2F","d":"转换${Integer}为Frame","c":"","t":"转换整数为Frame"},{"n":"DzK2I","d":"转换${Key}为整数","c":"","t":"转换按键为整数"},{"n":"DzI2K","d":"转换${Integer}为按键","c":"","t":"转换整数为按键"},{"n":"DzGetMouseTerrainX","d":"获取鼠标在游戏内的坐标X","c":"","t":"获取鼠标在游戏内的坐标X"},{"n":"DzGetMouseTerrainY","d":"获取鼠标在游戏内的坐标Y","c":"","t":"获取鼠标在游戏内的坐标Y"},{"n":"DzGetMouseTerrainZ","d":"获取鼠标在游戏内的坐标Z","c":"","t":"获取鼠标在游戏内的坐标Z"},{"n":"DzIsMouseOverUI","d":"鼠标是否在游戏内","c":"","t":"鼠标是否在游戏内"},{"n":"DzGetMouseX","d":"获取鼠标在屏幕的坐标X","c":"","t":"获取鼠标在屏幕的坐标X"},{"n":"DzGetMouseY","d":"获取鼠标在屏幕的坐标Y","c":"","t":"获取鼠标在屏幕的坐标Y"},{"n":"DzGetMouseXRelative","d":"获取鼠标游戏窗口坐标X","c":"","t":"获取鼠标游戏窗口坐标X"},{"n":"DzGetMouseYRelative","d":"获取鼠标游戏窗口坐标Y","c":"","t":"获取鼠标游戏窗口坐标Y"},{"n":"DzSetMousePos","d":"设置鼠标的坐标为(${x},${y})","c":"","t":"设置鼠标的坐标"},{"n":"DzGetTriggerKey","d":"获取触发的按键","c":"响应[硬件]-按键事件","t":"事件响应-获取触发的按键"},{"n":"DzGetWheelDelta","d":"获取滚轮变化值","c":"响应[硬件]-鼠标滚轮事件，正负区分上下","t":"事件响应-获取滚轮变化值"},{"n":"DzIsKeyDown","d":"判断${按键}是否按下","c":"","t":"判断按键是否按下"},{"n":"DzGetTriggerKeyPlayer","d":"获取触发硬件事件的玩家","c":"响应[硬件]-按键事件滚轮事件窗口大小变化事件","t":"事件响应-获取触发硬件事件的玩家"},{"n":"DzGetWindowWidth","d":"获取魔兽窗口宽度","c":"","t":"获取war3窗口宽度"},{"n":"DzGetWindowHeight","d":"获取魔兽窗口高度","c":"","t":"获取魔兽窗口高度"},{"n":"DzGetWindowX","d":"获取魔兽窗口X坐标","c":"","t":"获取魔兽窗口X坐标"},{"n":"DzGetWindowY","d":"获取魔兽窗口Y坐标","c":"","t":"获取魔兽窗口Y坐标"},{"n":"DzIsWindowActive","d":"判断窗口是否处于活动状态","c":"","t":"判断游戏窗口是否处于活动状态"},{"n":"DzDestructablePosition","d":"设置${可破坏物}的坐标为(${x},${y})","c":"","t":"设置可破坏物位置[BZAPI]"},{"n":"DzSetUnitPosition","d":"设置${单位}的坐标为(${x},${y})","c":"","t":"设置单位位置-本地调用[BZAPI]"},{"n":"DzExecuteFunc","d":"异步执行函数${funcName}","c":"","t":"异步执行函数"},{"n":"DzGetUnitUnderMouse","d":"鼠标指向的单位","c":"","t":"获取鼠标指向的单位"},{"n":"DzSetUnitTexture","d":"替换${单位}的贴图:${path}TexId:${texId})","c":"只能替换模型中有ReplaceableIDx贴图的模型，ID为索引。不会替换大头像中的模型","t":"替换单位贴图[BZAPI]"},{"n":"DzSetMemory","d":"设置内存数据${地址}=${数值}","c":"","t":"设置内存数值"},{"n":"DzSetUnitID","d":"替换${单位}的单位类型为:${type}","c":"不会替换大头像中的模型","t":"替换单位类型[BZAPI]"},{"n":"DzSetUnitModel","d":"替换${单位}的模型:${path}","c":"不会替换大头像中的模型","t":"替换单位模型[BZAPI]"},{"n":"DzSetWar3MapMap","d":"修改小地图背景贴图为${bottomHeight}","c":"","t":"原生-设置小地图背景贴图"},{"n":"DzGetLocale","d":"获取客户端语言","c":"对不同语言客户端返回不同","t":"获取客户端语言[NEW]"},{"n":"DzGetUnitNeededXP","d":"获取单位${unit}的${level}级升级所需经验","c":"","t":"获取升级所需经验[NEW]"},{"n":"DzTriggerRegisterSyncData","d":"标签为${prefix}的数据被同步|来自平台:${server}","c":"来自平台的参数填false","t":"数据同步"},{"n":"DzSyncData","d":"同步标签：${prefix}发送数据：${data}","c":"","t":"同步游戏数据"},{"n":"DzGetTriggerSyncData","d":"获取同步的数据","c":"响应[同步]-同步消息事件","t":"事件响应-获取同步的数据"},{"n":"DzGetTriggerSyncPlayer","d":"获取同步数据的玩家","c":"响应[同步]-同步消息事件","t":"事件响应-获取同步数据的玩家"},{"n":"DzFrameHideInterface","d":"隐藏所有界面UI","c":"不再在地图初始化时调用则会残留小地图和时钟模型","t":"原生-隐藏界面元素"},{"n":"DzFrameEditBlackBorders","d":"修改游戏渲染黑边:上方高度:${upperHeight}下方高度:${bottomHeight}","c":"","t":"原生-修改游戏渲染黑边范围"},{"n":"DzFrameGetPortrait","d":"单位大头像","c":"小地图右侧的大头像","t":"原生-单位大头像"},{"n":"DzFrameGetMinimap","d":"小地图","c":"","t":"原生-小地图"},{"n":"DzFrameGetCommandBarButton","d":"技能按钮:(${row},${calumn})","c":"参考物编中的技能按钮(x,y)坐标","t":"原生-技能按钮"},{"n":"DzFrameGetHeroBarButton","d":"英雄按钮:${buttnoid}","c":"左侧的英雄头像，参数表示第N+1个英雄，索引从0开始","t":"原生-英雄按钮"},{"n":"DzFrameGetHeroHPBar","d":"英雄血条:${buttnoid}","c":"左侧的英雄头像下的血条，参数表示第N+1个英雄，索引从0开始","t":"原生-英雄血条"},{"n":"DzFrameGetHeroManaBar","d":"英雄蓝条:${buttnoid}","c":"左侧的英雄头像下的蓝条，参数表示第N+1个英雄，索引从0开始","t":"原生-英雄蓝条"},{"n":"DzFrameGetItemBarButton","d":"物品栏按钮:${buttnoid}","c":"索引从0开始","t":"原生-物品栏按钮"},{"n":"DzFrameGetMinimapButton","d":"小地图按钮:${buttnoid}","c":"小地图右侧竖排按钮，索引从0开始","t":"原生-小地图按钮"},{"n":"DzFrameGetUpperButtonBarButton","d":"界面按钮:${buttnoid}","c":"左上的菜单等按钮，索引从0开始","t":"原生-界面按钮"},{"n":"DzFrameGetTooltip","d":"鼠标提示","c":"鼠标移动到物品或技能按钮上显示的提示窗，初始位于技能栏上方","t":"原生-鼠标提示"},{"n":"DzFrameGetChatMessage","d":"玩家聊天信息框","c":"","t":"原生-玩家聊天信息框"},{"n":"DzFrameGetUnitMessage","d":"系统消息框","c":"包含显示消息给玩家及显示Debug消息等，","t":"原生-系统消息框"},{"n":"DzFrameGetTopMessage","d":"上方消息框","c":"高维修费用等消息","t":"原生-上方消息框"},{"n":"DzGetColor","d":"红色:${Red}绿色:${Green}蓝色:${Blue}透明度:${Alpha}","c":"返回一个整数，用于设置Frame颜色","t":"取RGBA色值"},{"n":"DzFrameShow","d":"设置${frame}显示:${bottomHeight}","c":"","t":"显示/隐藏"},{"n":"DzCreateFrame","d":"新建Frame名字:${frame}父节点:${parent}ID:${Id}","c":"名字为fdf文件中的名字，ID默认填0。重复创建同名Frame会导致游戏退出时显示崩溃消息，如需避免可以使用Tag创建","t":"新建Frame"},{"n":"DzDestroyFrame","d":"销毁${frame}","c":"销毁一个被重复创建过的Frame会导致游戏崩溃，重复创建同名Frame请使用Tag创建","t":"销毁"},{"n":"DzLoadToc","d":"加载-->${fileName.toc}","c":"载入自己的fdf列表文件","t":"加载Toc文件列表"},{"n":"DzFrameSetPoint","d":"设置${frame}的${Point}锚点(跟随Frame-->${relativeFrame}的${relativePoint}锚点)偏移(${x},${y})","c":"","t":"设置相对位置"},{"n":"DzFrameSetAbsolutePoint","d":"设置${frame}的${Point}锚点在(${x},${y})","c":"","t":"设置绝对位置"},{"n":"DzFrameClearAllPoints","d":"清空${frame}的全部锚点","c":"","t":"清空所有锚点"},{"n":"DzFrameSetEnable","d":"设置${frame}启用:${bottomHeight}","c":"","t":"启用/禁用"},{"n":"DzFrameSetScript","d":"注册${frame}的${事件类型}事件运行:${funcname}是否同步:${sync}","c":"","t":"注册UI事件回调(funcname)"},{"n":"DzFrameSetScriptByCode","d":"注册${frame}的${事件类型}事件运行:${codehandle}是否同步:${sync}","c":"运行触发器时需要打开同步","t":"注册UI事件回调(funchandle)"},{"n":"DzGetTriggerUIEventPlayer","d":"获取触发ui的玩家","c":"","t":"事件响应-获取触发ui的玩家"},{"n":"DzGetTriggerUIEventFrame","d":"触发的Frame","c":"","t":"事件响应-触发的Frame"},{"n":"DzFrameFindByName","d":"获取名字为${name}的子FrameID:${Id}","c":"ID默认填0，同名时优先获取最后被创建的。非Simple类的Frame类型都用此函数来获取子Frame。","t":"获取子Frame"},{"n":"DzSimpleFrameFindByName","d":"获取名字为${name}的子SimpleFrameID:${Id}","c":"ID默认填0，同名时优先获取最后被创建的。SimpleFrame为fdf中的Frame类型。","t":"获取子SimpleFrame"},{"n":"DzSimpleFontStringFindByName","d":"获取名字为${name}的子SimpleFontStringID:${Id}","c":"ID默认填0，同名时优先获取最后被创建的。SimpleFontString为fdf中的Frame类型。","t":"获取子SimpleFontString"},{"n":"DzSimpleTextureFindByName","d":"获取名字为${name}的子SimpleTextureID:${Id}","c":"ID默认填0，同名时优先获取最后被创建的。SimpleTexture为fdf中的Frame类型。","t":"获取子SimpleTexture"},{"n":"DzGetGameUI","d":"游戏UI","c":"一般用作创建自定义UI的父节点","t":"原生-游戏UI"},{"n":"DzClickFrame","d":"点击${frame}","c":"","t":"点击"},{"n":"DzSetCustomFovFix","d":"修改屏幕比例(FOV):${val}","c":"","t":"原生-修改屏幕比例(FOV)"},{"n":"DzEnableWideScreen","d":"设置宽屏模式:${bool}","c":"","t":"原生-使用宽屏模式"},{"n":"DzFrameSetText","d":"设置${frame}的文本为${string}","c":"(支持EditBox,TextFrame,TextArea,SimpleFontString、GlueEditBoxWar3、SlashChatBox、TimerTextFrame、TextButtonFrame、GlueTextButton)","t":"设置文本"},{"n":"DzFrameGetText","d":"获取${buttnoid}的文字","c":"（支持EditBox,TextFrame,TextArea,SimpleFontString）","t":"获取Frame内的文字"},{"n":"DzFrameSetTextSizeLimit","d":"设置${frame}的字数限制为${size}","c":"","t":"设置字数限制"},{"n":"DzFrameGetTextSizeLimit","d":"获取${frame}的字数限制","c":"（支持EditBox）","t":"获取Frame的字数限制"},{"n":"DzGetMouseFocus","d":"鼠标所在的Frame控件指针","c":"不是所有类型的Frame都能响应鼠标，能响应的有BUTTON，TEXT等","t":"鼠标所在的Frame控件指针"},{"n":"DzFrameSetAllPoints","d":"移动${frame}的所有锚点到${frame}上","c":"","t":"移动所有锚点到Frame"},{"n":"DzFrameSetFocus","d":"设置${frame}获取焦点${enable}","c":"","t":"设置焦点"},{"n":"DzFrameSetModel","d":"设置${frame}的模型文件为${modelFile}ModelType:${modelType}Flag:${flag}","c":"","t":"设置模型"},{"n":"DzFrameGetEnable","d":"${frame}是否启用","c":"","t":"控件是否启用"},{"n":"DzFrameSetAlpha","d":"设置${frame}的透明度为${alpha}","c":"","t":"设置透明度(0-255)"},{"n":"DzFrameGetAlpha","d":"获取${Frame}的透明度","c":"","t":"获取Frame的透明度(0-255)"},{"n":"DzFrameSetAnimate","d":"设置${frame}播放序号${alpha}的动画自动播放:${autocast}","c":"","t":"设置动画"},{"n":"DzFrameSetAnimateOffset","d":"设置${frame}的动画进度为:${offset}","c":"自动播放为false是可用","t":"设置动画进度"},{"n":"DzFrameSetTexture","d":"设置${frame}的贴图为:${texture}是否平铺${flag}","c":"（支持Backdrop、SimpleStatusBar）","t":"设置贴图"},{"n":"DzFrameSetScale","d":"设置${frame}的缩放${scale}","c":"","t":"设置缩放"},{"n":"DzFrameSetTooltip","d":"设置${frame}的提示Frame为${tooltip}","c":"设置tooltip","t":"设置提示"},{"n":"DzFrameCageMouse","d":"限制鼠标在${frame}内:${enable}","c":"","t":"限制鼠标移动"},{"n":"DzFrameGetValue","d":"获取${frame}当前值","c":"（支持Slider、SimpleStatusBar、StatusBar）","t":"获取当前值"},{"n":"DzFrameSetMinMaxValue","d":"设置${frame}的最小值为${Min}最大值为${Max}","c":"（支持Slider、SimpleStatusBar、StatusBar）","t":"设置最大/最小值"},{"n":"DzFrameSetStepValue","d":"设置${frame}的步进值为${step}","c":"（支持Slider）","t":"设置步进值"},{"n":"DzFrameSetValue","d":"设置${frame}的当前值为${value}","c":"（支持Slider、SimpleStatusBar、StatusBar）","t":"设置当前值"},{"n":"DzFrameSetSize","d":"设置${frame}（宽${w}高${h}）","c":"","t":"设置大小"},{"n":"DzCreateFrameByTagName","d":"创建类型:${type}名字:${frame}父节点:${parent}模版:${template}ID:${Id}","c":"此处名字可以自定义，类型和模版填写fdf文件中的内容。通过此函数创建的Frame无法获取到子Frame。","t":"新建Frame[Tag]"},{"n":"DzFrameSetVertexColor","d":"设置${frame}颜色${color}","c":"","t":"设置颜色"},{"n":"DzFrameSetPriority","d":"设置${frame}优先级:${int}","c":"","t":"设置优先级[NEW]"},{"n":"DzFrameSetParent","d":"设置${frame}的父窗口为${frame2}","c":"","t":"设置父窗口[NEW]"},{"n":"DzFrameGetHeight","d":"获取${frame}的高度","c":"","t":"获取Frame的高度[NEW]"},{"n":"DzFrameSetFont","d":"设置${frame}的字体为${font},大小${height},flag${flag}","c":"支持EditBox、SimpleFontString、SimpleMessageFrame以及非SimpleFrame类型的例如TEXT，flag作用未知","t":"设置字体[NEW]"},{"n":"DzFrameGetParent","d":"获取${frame}的Parent","c":"","t":"获取Frame的Parent[NEW]"},{"n":"DzFrameSetTextAlignment","d":"设置${frame}的对齐方式为${align}","c":"支持TextFrame、SimpleFontString、SimpleMessageFrame","t":"设置对齐方式[NEW]"},{"n":"DzFrameGetName","d":"获取${frame}的名称","c":"","t":"获取Frame的名称[NEW]"},{"n":"DzAPI_Map_IsPlatformVIP","d":"玩家${player}是平台VIP","c":"","t":"玩家是否是平台VIP[NEW]"},{"n":"DzAPI_Map_Global_GetStoreString","d":"读取全局存档名称${key}","c":"只读的公共存档请使用另一个API读取","t":"读取全局存档[NEW]"},{"n":"DzAPI_Map_Global_StoreString","d":"保存全局存档名称${key}值${value}","c":"保存时受作者之家设定的规则限制","t":"保存全局存档[NEW]"},{"n":"DzAPI_Map_Global_ChangeMsg","d":"全局存档发生变化","c":"本局游戏或其他游戏保存的全局存档都会触发这个事件，请使用[同步]分类下的获取同步数据来获得发生变化的全局存档KEY值","t":"全局存档变化事件"},{"n":"DzAPI_Map_ServerArchive","d":"获取服务器存储的数据（区分大小写）玩家${player}名称${key}","c":"用于作者之家设置的防刷分存档，与普通存档共用KEY","t":"获取服务器存储的数据（区分大小写）[NEW]"},{"n":"DzAPI_Map_SaveServerArchive","d":"保存服务器存档（区分大小写）玩家${player}名称${key}值${value}","c":"用于作者之家设置的防刷分存档，与普通存档共用KEY","t":"保存服务器存档（区分大小写）[NEW]"},{"n":"DzAPI_Map_IsRPGQuickMatch","d":"判断玩家是否是通过匹配模式进入游戏","c":"具体模式ID使用获取天梯和匹配的模式获取","t":"判断是否是匹配模式[NEW]"},{"n":"DzAPI_Map_GetMallItemCount","d":"获取玩家${player}KEY${key}的商品剩余库存次数","c":"仅对次数消耗型商品有效","t":"获取商城道具数量[NEW]"},{"n":"DzAPI_Map_ConsumeMallItem","d":"使用${player}名称${key}的商城道具${value}次","c":"仅对次数消耗型商品有效，只能使用不能恢复，请谨慎使用","t":"使用商城道具（次数型）[NEW]"},{"n":"DzAPI_Map_EnablePlatformSettings","d":"设置${player}的${option}号平台功能为${enable}","c":"1号功能为锁定镜头距离，2号功能为显示血、蓝条","t":"修改平台功能设置[NEW]"},{"n":"DzAPI_Map_IsBuyReforged","d":"玩家${player}购买了重制版","c":"","t":"玩家是否购买了重制版[NEW]"},{"n":"DzAPI_Map_StoreIntegerEX","d":"服务器存储整数（区分大小写）玩家${player}名称${key}值${value}","c":"这是经过封装的接口，实际Key会在原Key前面加”I”，用于作者之家设置的防刷分存档，与普通存档共用KEY","t":"服务器存储整数（区分大小写）[NEW]"},{"n":"DzAPI_Map_GetStoredIntegerEX","d":"获取服务器存储的整数（区分大小写）玩家${player}名称${key}","c":"这是经过封装的接口，实际Key会在原Key前面加”I”，用于作者之家设置的防刷分存档，与普通存档共用KEY","t":"获取服务器存储的整数（区分大小写）[NEW]"},{"n":"DzAPI_Map_StoreStringEX","d":"服务器存储字符串（区分大小写）玩家${player}名称${key}值${value}","c":"这是经过封装的接口，实际Key会在原Key前面加”S”，用于作者之家设置的防刷分存档，与普通存档共用KEY","t":"服务器存储字符串（区分大小写）[NEW]"},{"n":"DzAPI_Map_GetStoredStringEX","d":"获取服务器存储的字符串（区分大小写）玩家${player}名称${key}","c":"这是经过封装的接口，实际Key会在原Key前面加”S”，用于作者之家设置的防刷分存档，与普通存档共用KEY","t":"获取服务器存储的字符串（区分大小写）[NEW]"},{"n":"YDWEAddAIOrder","d":"让单位${单位}在${整数}时${目标}施放技能，技能施放方式为(对单位-${命令}、对点-${命令}、立即-${命令})，施放概率为${整数}%","c":"让单位有一定概率施放技能，命令要与技能目标一致；代码由Red_Wolf和Fetrix_sai优化。","t":"AI-自动施放技能"},{"n":"YDWEGetUnitGoldCost","d":"获取${单位}建造时消耗的黄金","c":"本触发只能获取普通单位建造时消耗的黄金，若填入英雄单位，将会获得固定值425","t":"获取黄金消耗(单位类型)"},{"n":"YDWEGetUnitWoodCost","d":"获取${单位}建造时消耗的木头","c":"本触发只能获取普通单位建造时消耗的木头，若填入英雄单位，将会获得固定值100","t":"获取木头消耗(单位类型)"},{"n":"YDWEGetUnitBuildTime","d":"获取${单位}建造时需要的时间","c":"本触发只能获取普通单位建造时需要的时间，若填入英雄单位，将会获得固定值55","t":"获取建造时间(单位类型)"},{"n":"YDWEGetUnitFoodUsed","d":"获取${单位}建造时消耗的人口","c":"本触发只能获取普通单位建造时消耗的人口，若填入英雄单位，将会获得固定值5","t":"获取消耗人口(单位)"},{"n":"YDWEGetUnitFoodMade","d":"获取${单位}建造后提供的人口","c":"本触发只能获取普通单位建造后提供的人口，若填入英雄单位，将会获得固定值0","t":"获取提供人口(单位)"},{"n":"YDWEGetUnitArmor","d":"获取${单位}的护甲值，关联技能为${辅助技能}","c":"可以获取单位的护甲值；需要保证混乱攻击对所有护甲均为100%伤害。关联技能的设置请参考example文件夹下的辅助地图。","t":"获取单位护甲<Rising_Dusk制作>"},{"n":"GetUnitFoodUsed","d":"${单位}使用的人口数量","c":"","t":"单位使用人口数量"},{"n":"GetUnitFoodMade","d":"${单位}提供的人口数量","c":"","t":"单位提供人口数量"},{"n":"YDWEAroundSystem","d":"命令${单位}围绕${单位}环绕，角速度为${实数}，离心速度为${实数}，提升速度为${实数}，持续${实数}秒\\\\，\\\\刷\\\\新\\\\周\\\\期\\\\为${实数}秒","c":"角速度为正，顺时针旋转，反之逆时针；离心速度为正，远离目标，反之靠近；提升速度为正，则高度上升，反之下降。","t":"万能环绕函数<Fetrix_sai制作>"},{"n":"YDWEAttackWaveTimer","d":"为玩家${玩家}创建${n}个${单位类型}在点${初始点}面向${角度}，命令他们攻击到点${目标点}，刷新周期${周期}。","c":"3C的刷兵系统，也可用于防守RPG，按周期生成每波单位向指定点进攻。","t":"刷兵系统"},{"n":"YDWERemoveAttackWaveByUnitID","d":"停止创建${单位}，地点为${初始点}，周期是${周期}","c":"取消刷兵，注意这里填写的参数要与前面刷兵系统一致，不然无法停止刷兵。","t":"取消刷兵(输入参数)"},{"n":"YDWERemoveAttackWaveByTimer","d":"删除刷兵计时器${计时器}","c":"取消刷兵，并能自动清空缓存。","t":"取消刷兵(删除计时器)"},{"n":"YDWERemoveAttackWaveReturnTimer","d":"最后创建的刷兵计时器","c":"响应刷兵系统","t":"最后创建的刷兵计时器[YDWE]"},{"n":"YDWEScriptSystemPeriod","d":"设置电影系统刷新周期为${刷新周期\\秒\\}","c":"电影系统默认刷新周期是0.02秒，通过这里设定可以改变刷新周期。","t":"设置电影系统刷新周期<Anitarf制作>"},{"n":"YDWEParticlePeriod","d":"设置粒子系统刷新周期为${刷新周期\\秒\\}","c":"粒子系统包含单位移动和转向等与单位有关函数，默认刷新周期是0.02秒。","t":"设置粒子系统刷新周期<Anitarf制作>"},{"n":"YDWECameraPeriod","d":"设置镜头系统刷新周期为${刷新周期\\秒\\}","c":"镜头系统包含镜头移动和锁定等函数，默认刷新周期是0.02秒。","t":"设置镜头系统刷新周期<Anitarf制作>"},{"n":"YDWEFadeFilterUnit","d":"设置滤镜辅助单位类型为${单位类型}","c":"电影系统带有一个滤镜模型，通过它可以获得更好的视觉效果。","t":"设置滤镜单位<Anitarf制作>"},{"n":"YDWECinSInitTempPoint","d":"设置演员单位出生在${点\\，系统会在该点创建单位\\}","c":"系统默认演员单位出生在(0,0)点，通过这条动作可以修改出生点位置。如果要删除这个点，请在单位生成完毕后再删除。","t":"设置演员出生点<Anitarf制作>"},{"n":"YDWECinSActor","d":"电影系统里编号为(${整数})的演员","c":"获取ScriptSystem电影系统中的演员单位。","t":"演员单位"},{"n":"YDWECameraSetupAssign","d":"设置镜头${镜头}的编号为${整数}","c":"设置镜头的编号，系统会根据镜头这个编号来调用镜头。","t":"设置镜头<Anitarf制作>"},{"n":"YDWEActorCreate","d":"为玩家${玩家}创建一个演员单位，编号为${整数}，单位类型为${整数}","c":"电影里出场的演员，必须通过这条动作来生成；每个演员需要设置一个终身编号，如9527，系统会通过这个编号来让演员进行表演。","t":"创建演员<Anitarf制作>"},{"n":"YDWECinematicCameraDisable","d":"关闭ScriptSystem电影系统","c":"电影系统关闭之后，无法再使用相关触发器动作。","t":"关闭电影系统<Anitarf制作>"},{"n":"YDWEPlayScene","d":"播放场景${整数}","c":"播放指定的场景。","t":"播放场景<Anitarf制作>"},{"n":"YDWEWriteToScene","d":"记录当前场景为${整数}","c":"告诉系统本幕场景的序号。","t":"记录当前场景<Anitarf制作>"},{"n":"YDWEScriptNextScene","d":"在时间线${实数}秒时播放下一幕场景","c":"电影系统将一部电影分为若干场景，每处场景可以在指定时间播放。","t":"设置下一幕场景播放时间<Anitarf制作>"},{"n":"YDWEScriptExternalFunc","d":"在时间线${实数}秒时运行函数${字符串}","c":"可以运行电影系统之外的函数，填入函数的名字即可。","t":"运行外部函数<Anitarf制作>"},{"n":"YDWEScriptPointEffect","d":"在时间线${实数}秒时创建特效在空间坐标(X${实数}，Y${实数}，Z${实数})，路径为${字符串}，特效存在时间为${实数}秒","c":"创建特效在空间坐标处，可以设置特效存在的时间。","t":"创建特效(指定点)<Anitarf制作>"},{"n":"YDWEScriptActEffect","d":"在时间线${实数}秒时创建特效在演员${整数}身上，特效路径为${字符串}，附加部位为${字符串}，特效存在时间为${实数}","c":"创建特效在单位身上，可以设置特效附加部位和存在时间。","t":"创建特效(绑定单位)<Anitarf制作>"},{"n":"YDWEScriptPlaySound","d":"在时间线${实数}秒时播放声音，路径为${字符串}，播放速率为${实数}，音量为${整数}","c":"播放声音；在路径处填写声音文件的路径；1.0为正常播放速率，0.5为半速，2.0为两倍速率；音量是声音大小，取值于0-127之间。","t":"播放声音<Anitarf制作>"},{"n":"YDWEScriptActAbilityLvl","d":"在时间线${实数}秒时为演员${整数}添加技能${技能}，等级为${整数}","c":"在演员后面的参数填写演员的编号，如9527，就可以为演员添加一个技能；可以设置技能的等级。","t":"添加技能<Anitarf制作>"},{"n":"YDWEScriptActAnimPlay","d":"在时间线${实数}秒时播放演员${整数}的动画${整数}，动画混合时间为${实数}秒","c":"在动画后面的参数填写该动画的索引，0为默认动画；动画混合时间是上一个动画到下一个动画的过渡时间，为0则立即切换。","t":"播放动画<Anitarf制作>"},{"n":"YDWEScriptActAnimReset","d":"在时间线${实数}秒时重置演员${整数}的动画","c":"重置单位的动画，即播放单位的默认动画；这个动画通常是站立，索引为0。","t":"重置动画<Anitarf制作>"},{"n":"YDWEScriptActAnimSpeed","d":"在时间线${实数}秒时调整演员${整数}的动画速度为${实数}x100%","c":"在动画后面的参数填写该动画的索引，0为默认动画；动画混合时间是上一个动画到下一个动画的过渡时间，为0则立即切换。","t":"调整动画速度<Anitarf制作>"},{"n":"YDWEScriptActSlide","d":"在时间线${实数}秒时让演员${整数}滑行到目的地(坐标X${实数}，坐标Y${实数})，时间为${实数}秒，最大高度为${实数}","c":"设置单位的行走动画参数，在本系统里单位的行走是通过不断移动单位并播放行走动画来模拟实现。","t":"单位滑行<Anitarf制作>"},{"n":"YDWEActorWalkProperties","d":"设置单位类型${单位类型}的行走动画索引为${整数}，行走动画播放时间为${实数}，单位移动速度为${实数}","c":"设置单位的行走动画参数，在本系统里单位的行走是通过不断移动单位并播放行走动画来模拟实现。","t":"单位行走设置<Anitarf制作>"},{"n":"YDWEScriptActWalk","d":"在时间线${实数}秒时让演员${整数}走到目的地(坐标X${实数}，坐标Y${实数})，时间为${实数}，动画混合时间为${实数}秒","c":"让单位在指定时间内跑到指定坐标；在使用这条动作之前，必须先设置好单位行走参数。","t":"单位行走<Anitarf制作>"},{"n":"YDWEScriptActTurn","d":"在时间线${实数}秒时让演员${整数}朝向角度${实数}，时间为${实数}，旋转方向为${整数}","c":"让单位在指定时间内旋转到朝向某个角度；当选择最近方向，单位会自动选择用时最短的旋转方式。","t":"单位转向<Anitarf制作>"},{"n":"YDWEScriptActFace","d":"在时间线${实数}秒时锁定演员${整数}的身体朝向演员${整数}，部位为${部位}，偏移坐标为(X${Xoffset}，Y${Yoffset}，Z${offset})，动画混合时间为${实数}秒","c":"让单位的头部或胸部一直朝向目标单位的偏移坐标点处，直到重置身体朝向为止；坐标偏移以目标单位脚下为原点。","t":"锁定单位身体朝向<Anitarf制作>"},{"n":"YDWEScriptActFaceReset","d":"在时间线${实数}秒时重置演员${整数}的身体朝向，动画混合时间为${实数}","c":"让单位的身体朝向恢复正常。","t":"重置单位身体朝向<Anitarf制作>"},{"n":"YDWEScriptActColour","d":"在时间线${实数}秒时改变演员${整数}的颜色比例为(红${红}%，绿${绿}%，蓝${蓝}%)，可见度为${可见度}%，指定时间为${时间}秒","c":"在指定时间内逐渐改变单位的颜色比例和可见度到指定值，单位默认颜色比列均是100%，可见度为0时单位完全透明。","t":"改变单位颜色<Anitarf制作>"},{"n":"YDWEScriptActSize","d":"在时间线${实数}秒时改变演员${整数}的身体尺寸为${实数}，指定时间为${实数}秒","c":"在指定时间内逐渐改变单位的身体尺寸为目标值，1.0为单位正常身体尺寸。","t":"改变单位身体尺寸<Anitarf制作>"},{"n":"YDWEScriptCamera","d":"在时间线${实数}秒时应用镜头${整数}，指定时间为${实数}，镜头切换方式为${整数}","c":"在指定时间内将当前镜头切换到目标镜头；可以选择镜头切换方式，当选择立即切换，指定时间的参数会被忽略。","t":"应用镜头<Anitarf制作>"},{"n":"YDWEScriptCameraStat","d":"在时间线${实数}秒时设置当前镜头的参数${整数}在指定时间${实数}内改变为${实数}，速度为${实数}，镜头切换方式为${整数}","c":"在指定时间内将改变当前镜头的某个属性到目标值；当选择立即切换，指定时间、目标值和速度的参数会被忽略。","t":"改变镜头参数<Anitarf制作>"},{"n":"YDWEScriptCameraIgnoreTerrain","d":"在时间线${实数}秒时设置镜头移动时${真值}悬崖高度","c":"如果选择不忽略，那么镜头在移动时，会随着地形起伏而抖动；选择忽略，如果镜头高度低于地表，会看到地表下的天空。","t":"镜头忽略悬崖<Anitarf制作>"},{"n":"YDWEScriptActCameraLock","d":"在时间线${实数}秒时锁定镜头位置到演员${整数}，偏移坐标为(X${Xoffset}，Y${Yoffset}，Z${offset})，镜头运动是否平滑(${真值})，指定时间为${实数}秒","c":"在指定时间内将镜头位置锁定在目标单位的偏移坐标点处，如果镜头运动选择不平滑，那么镜头将按线性移动。","t":"锁定镜头位置<Anitarf制作>"},{"n":"YDWEScriptActCameraLockReset","d":"在时间线${实数}秒时重置镜头位置，镜头运动是否平滑(${真值})，指定时间为${实数}秒","c":"在指定时间内解除镜头位置锁定，如果镜头运动选择不平滑，那么镜头将按线性移动。","t":"重置镜头位置<Anitarf制作>"},{"n":"YDWEScriptActCameraFace","d":"在时间线${实数}秒时锁定镜头角度到演员${整数}，偏移坐标为(X${Xoffset}，Y${Yoffset}，Z${offset})，镜头运动是否平滑(${真值})，指定时间为${实数}秒","c":"在指定时间内将镜头角度锁定在目标单位的偏移坐标点处，如果镜头运动选择不平滑，那么镜头将按线性移动。","t":"锁定镜头角度<Anitarf制作>"},{"n":"YDWEScriptActCameraFaceReset","d":"在时间线${实数}秒时重置镜头角度，镜头运动是否平滑(${真值})，指定时间为${实数}秒","c":"在指定时间内解除镜头角度锁定，如果镜头运动选择不平滑，那么镜头将按线性移动。","t":"重置镜头角度<Anitarf制作>"},{"n":"YDWEScriptFog","d":"在时间线${实数}秒时设置迷雾，Z轴起始${实数}，Z轴结束${实数}，颜色比例为(红${红}%，绿${绿}%，蓝${蓝}%)，指定时间为${实数}秒","c":"迷雾在指定时间内变化到指定值。","t":"设置迷雾<Anitarf制作>"},{"n":"YDWEScriptFade","d":"在时间线${实数}秒时设置滤镜，颜色比例为(红${红}%，绿${绿}%，蓝${蓝}%)，透明度为${实数}%，指定时间为${实数}秒","c":"滤镜在指定时间内变化到指定值。","t":"设置滤镜<Anitarf制作>"},{"n":"YDWEScriptSubtitleLine","d":"在时间线${实数}秒时显示字幕线${字符串}","c":"可以屏幕上显示一行文字。","t":"显示字幕线<Anitarf制作>"},{"n":"YDWEScriptSubtitleClear","d":"在时间线${实数}秒时清除字幕线","c":"清除屏幕上显示的文字。","t":"清除字幕线<Anitarf制作>"},{"n":"YDWEInitCinematicSystem","d":"开启ScriptSystem电影系统","c":"电影系统必需开启后才能使用，YDWE会自动加载对应的函数库。","t":"开启电影系统<Anitarf制作>"},{"n":"YDWECreateEwsp","d":"围绕${单位}创建${单位类型}共${n}个，旋转半径${R}，持续${T}秒，刷新周期${I}，旋转角速度每个周期${S}。","c":"刷新周期越小动画越连续，但也越耗资源","t":"创建环绕单位<wataloo添加>"},{"n":"YDWECreateLine","d":"在${单位}身上生成丝带，特效单位类型为${单位类型}，数目为${整数}，角度偏移${实数}，间距为${实数}，持续时间为${实数}，刷新周期为${实数}，初始高度为${实数}，高度等差为${实数}，模型尺寸初始为${实数}，尺寸等差为${实数}。","c":"好看的丝带~","t":"生成丝带<thody制作>"},{"n":"YDWEIsItemSwitch","d":"${单位}正在切换背包","c":"判断单位是否在切换背包，避免单位切换背包时触发获得和掉落物品事件。","t":"单位切换背包[YDWE]"},{"n":"YDWEDoubleItemSlotByAbility","d":"当${单位}使用技能${背包技能}时切换背包，辅助单位为${背包单位}，背包个数为${整数}","c":"切换背包时会触发单位获得和掉落物品事件；背包技能和背包单位的设置请参考example文件夹中的辅助地图。","t":"多重物品栏(技能触发)"},{"n":"YDWEDoubleItemSlotByItem","d":"当${单位}使用物品${背包物品}时切换背包，辅助单位为${背包单位}，背包个数为${整数}","c":"切换背包时会触发单位获得和掉落物品事件；背包物品和背包单位的设置请参考example文件夹中的辅助地图。","t":"多重物品栏(物品触发)"},{"n":"YDWEGeneralBounsSystemUnitSetBonus","d":"设置${单位}的附加${属性}${计算}${数值}","c":"","t":"万能属性系统-设置属性<茄子制作>"},{"n":"YDWEGeneralBounsSystemUnitGetBonus","d":"获取${单位}附加${属性}","c":"","t":"万能属性系统-获取属性<茄子制作>"},{"n":"YDWELifeChange","d":"设置${单位}的生命上限${变化}${整数}，关联技能为${辅助技能}","c":"如果修改后单位生命上限小于0，单位会立即死亡；关联技能的设置请参考example文件夹下的辅助地图。","t":"设置单位生命上限[YDWE]"},{"n":"YDWEManaChange","d":"设置${单位}的魔法上限${变化}${整数}，关联技能为${辅助技能}","c":"如果修改后单位魔法上限小于0，单位的魔法栏将消失；关联技能的设置请参考example文件夹下的辅助地图。","t":"设置单位魔法上限[YDWE]"},{"n":"YDWEGetGameCurrentTime","d":"获取游戏当前时间","c":"获得从游戏开始到目前流逝的时间，以秒为单位。","t":"计时器系统-获取游戏当前时间"},{"n":"YDWEAIRecordAbility","d":"给单位${英雄}绑定技能${技能1}${技能2}${技能3}${技能4}${技能5}","c":"为单位绑定5个技能，如果英雄只有4个技能，那么第5个技能请设置为空。","t":"AI-技能绑定英雄<GreedWind制作>"},{"n":"YDWEAIRecordLearn_sequence","d":"给单位${英雄}设置技能学习顺序为(${技能1}${技能2}${技能3}${技能4}${技能5})","c":"单位会按输入的等级去学习对应的技能，切记技能学习顺序要按^等级^等级...^等级^的格式输入。","t":"AI-技能学习顺序绑定英雄<GreedWind制作>"},{"n":"YDWEHeroLearnSkillAI","d":"让英雄${英雄}自动学习技能，所学技能对应的英雄等级为${整数}","c":"英雄会学习与等级对应的技能，这些技能必须在之前绑定给英雄。","t":"AI-自动学习对应技能<GreedWind制作>"},{"n":"YDWEHeroMaxSkillAI","d":"让英雄${英雄}自动学习所有技能。","c":"英雄会洗去之前学习过的技能，并根据技能表顺序学习完所有技能。","t":"AI-自动学习全部技能<GreedWind制作>"},{"n":"YDWEItemAbilityStorage","d":"为${物品类型}添加${技能}","c":"将技能添加给物品，英雄获得物品后，会获得额外的技能；这些技能会出现在单位身上，因此尽量不要添加带有图标的技能。","t":"物品属性系统-添加技能给物品[YDWE]"},{"n":"YDWEJumpTimer","d":"命令${单位}向${方向}方向跳跃，距离为${距离}，持续${时间}秒，刷新周期${I}，最大高度${高度}。","c":"当最大高度设置为0，则为普通的移动。","t":"跳跃函数"},{"n":"YDWELocalVariableInitiliation","d":"开启局部变量功能","c":"必须在局部变量赋值之前启用；若触发器内没有等待动作，可以不启用；有等待需求时必须选用局部变量专用等待动作。","t":"开启局部变量功能"},{"n":"YDWEWaitForLocalVariable","d":"等待${Time}秒(局部变量专用)","c":"使用逆天系列的UI，无需使用它。","t":"等待(局部变量专用)[YDWE]"},{"n":"YDWELocalVariableEnd","d":"清空局部变量","c":"清空本触发器内用到的全部局部变量，避免内存泄露；使用本动作之前请确保局部变量已经使用完毕。","t":"清空局部变量"},{"n":"YDWESetLocalVariableInteger","d":"设置local_${i}=${整数}","c":"为整数局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置整数局部变量"},{"n":"YDWEGetLocalVariableInteger","d":"local_${i}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableIntegerArray","d":"设置local_${i}[${index}]=${整数}","c":"为整数局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置整数局部变量数组"},{"n":"YDWEGetLocalVariableIntegerArray","d":"local_${i}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableReal","d":"设置local_${R}=${实数}","c":"为实数局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置实数局部变量"},{"n":"YDWEGetLocalVariableReal","d":"local_${R}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableRealArray","d":"设置local_${R}[${index}]=${实数}","c":"为实数局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置实数局部变量数组"},{"n":"YDWEGetLocalVariableRealArray","d":"local_${R}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableString","d":"设置local_${str}=${字符串}","c":"为字符串局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置字符串局部变量"},{"n":"YDWEGetLocalVariableString","d":"local_${str}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableStringArray","d":"设置local_${str}[${index}]=${字符串}","c":"为字符串局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置字符串局部变量数组"},{"n":"YDWEGetLocalVariableStringArray","d":"local_${str}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableBoolean","d":"设置local_${bl}=${真值}","c":"为真值局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置真值局部变量"},{"n":"YDWEGetLocalVariableBoolean","d":"local_${bl}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableBooleanArray","d":"设置local_${bl}[${index}]=${真值}","c":"为真值局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置真值局部变量数组"},{"n":"YDWEGetLocalVariableBooleanArray","d":"local_${bl}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableUnit","d":"设置local_${u}=${单位}","c":"为单位局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置单位局部变量"},{"n":"YDWEGetLocalVariableUnit","d":"local_${u}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableUnitArray","d":"设置local_${u}[${index}]=${单位}","c":"为单位局部变量赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置单位局部变量数组"},{"n":"YDWEGetLocalVariableUnitArray","d":"local_${u}[${index}]","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableUnitID","d":"设置local_${uid}=${单位类型}","c":"为单位类型局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置单位类型局部变量"},{"n":"YDWEGetLocalVariableUnitID","d":"local_${uid}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableUnitIDArray","d":"设置local_${uid}[${index}]=${单位类型}","c":"为单位类型局部变量赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置单位类型局部变量数组"},{"n":"YDWEGetLocalVariableUnitIDArray","d":"local_${uid}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableAbilityID","d":"设置local_${ab}=${技能}","c":"为单位类型局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置技能类型局部变量"},{"n":"YDWEGetLocalVariableAbilityID","d":"local_${abid}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableAbilityIDArray","d":"设置local_${ab}[${index}]=${技能}","c":"为单位类型局部变量赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置技能类型局部变量数组"},{"n":"YDWEGetLocalVariableAbilityIDArray","d":"local_${abid}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableItem","d":"设置local_${it}=${物品}","c":"为物品局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置物品局部变量"},{"n":"YDWEGetLocalVariableItem","d":"local_${it}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableItemArray","d":"设置local_${it}[${index}]=${物品}","c":"为物品局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置物品局部变量数组"},{"n":"YDWEGetLocalVariableItemArray","d":"local_${it}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableItemID","d":"设置local_${itid}=${物品类型}","c":"为物品类型局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置物品类型局部变量"},{"n":"YDWEGetLocalVariableItemID","d":"local_${itid}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableItemIDArray","d":"设置local_${itid}[${index}]=${物品类型}","c":"为物品类型局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置物品类型局部变量数组"},{"n":"YDWEGetLocalVariableItemIDArray","d":"local_${itid}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableLocation","d":"设置local_${point}=${点}","c":"为点局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置点局部变量"},{"n":"YDWEGetLocalVariableLocation","d":"local_${point}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableLocationArray","d":"设置local_${point}[${index}]=${点}","c":"为点局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置点局部变量数组"},{"n":"YDWEGetLocalVariableLocationArray","d":"local_${point}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableGroup","d":"设置local_${g}=${单位组}","c":"为单位组局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置单位组局部变量"},{"n":"YDWEGetLocalVariableGroup","d":"local_${g}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableGroupArray","d":"设置local_${g}[${index}]=${单位组}","c":"为单位组局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置单位组局部变量数组"},{"n":"YDWEGetLocalVariableGroupArray","d":"local_${g}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableEffect","d":"设置local_${e}=${特效}","c":"为特效局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置特效局部变量"},{"n":"YDWEGetLocalVariableEffect","d":"local_${e}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableEffectArray","d":"设置local_${e}[${index}]=${特效}","c":"为特效局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置特效局部变量数组"},{"n":"YDWEGetLocalVariableEffectArray","d":"local_${e}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWESetLocalVariableRect","d":"设置local_${rt}=${地区}","c":"为地区局部变量赋值，参数处填入该变量的名字;该变量在本条触发器内有效。","t":"设置地区局部变量"},{"n":"YDWEGetLocalVariableRect","d":"local_${rt}","c":"获取一个局部变量，参数处填入该变量的名字;局部变量仅在当前触发器下有效。","t":"局部变量"},{"n":"YDWESetLocalVariableRectArray","d":"设置local_${rt}[${index}]=${地区}","c":"为地区局部变量数组赋值，参数处填入该变量的名字和数组索引;该变量在本条触发器内有效。","t":"设置地区局部变量数组"},{"n":"YDWEGetLocalVariableRectArray","d":"local_${rt}[${index}]","c":"获取一个局部变量数组，参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。","t":"局部变量数组"},{"n":"YDWELogarithmLg","d":"Lg(${x})","c":"10^n=x，那么lg(x)=n，如lg(100)=2；鸣谢zyl910","t":"对数函数(10为底)<ckuhn制作>"},{"n":"YDWELogarithmLn","d":"Ln(${x})","c":"e^n=x，那么ln(x)=n，e即自然对数，约等于2.718281828；鸣谢zyl910","t":"对数函数(e为底)<ckuhn制作>"},{"n":"YDWELogarithmLog","d":"Log(${a})(${b})","c":"a^n=b，那么log(a)(b)=n，如log(2)(4)=2；鸣谢zyl910","t":"对数函数(任意底)<ckuhn制作>"},{"n":"YDWEMeatHook","d":"让单位${单位}向${点}放出一条钩子，钩头为${钩头}，链条为${链条}，最远距离可达${实数}，链条间距为${实数}，对敌对单位造成伤害${实数}，刷新周期为${实数}。","c":"钩肥大战里的钩子，由Ors和Everguo优化代码。请务必从演示地图里复制钩子和钩条单位，算我求大家了-.-","t":"肉钩<钩肥大战>"},{"n":"YDWEMemoryLeakHelperDisplayLeaks","d":"显示点、单位组和特效泄露的数目","c":"自动排泄系统从收集到的反馈来看不是很理想，请尽量不要使用它。","t":"自动排泄系统-显示泄露<Mr.Malte制作>"},{"n":"YDWEMemoryLeakHelperMapIsOpenMemoryLeakHelper","d":"设置系统自动排泄功能开启${false}","c":"自动排泄系统从收集到的反馈来看不是很理想，请尽量不要使用它。","t":"自动排泄系统-开启系统自动排泄功能<Mr.Malte制作>"},{"n":"YDWEMemoryLeakHelperProtectLastCaughtHandle","d":"保护最后生成的点、单位组和特效句柄，使其不被系统自动清除","c":"自动排泄系统从收集到的反馈来看不是很理想，请尽量不要使用它。","t":"自动排泄系统-保护最后生成的句柄<Mr.Malte制作>"},{"n":"YDWEMemoryLeakHelperProtectLocation","d":"保护点${点}，使其不被系统自动清除","c":"自动排泄系统从收集到的反馈来看不是很理想，请尽量不要使用它。","t":"自动排泄系统-保护-点<Mr.Malte制作>"},{"n":"YDWEMemoryLeakHelperProtectGroup","d":"保护单位组${单位组}，使其不被系统自动清除","c":"自动排泄系统从收集到的反馈来看不是很理想，请尽量不要使用它。","t":"自动排泄系统-保护-单位组<Mr.Malte制作>"},{"n":"YDWEMemoryLeakHelperProtectEffect","d":"保护特效${特效}，使其不被系统自动清除","c":"自动排泄系统从收集到的反馈来看不是很理想，请尽量不要使用它。","t":"自动排泄系统-保护-特效<Mr.Malte制作>"},{"n":"GetLastCombinedItem","d":"最后被合成的物品","c":"最后由物品合成系统合成的物品","t":"最后被合成的物品[YDWE]"},{"n":"YDWESyStemItemCombineRegistTrigger","d":"任意单位合成一件物品","c":"用来响应物品合成系统，当有物品被合成时，可以用‘最后合成的物品’捕捉到；合成该物品的单位则可用‘触发单位’捕捉到","t":"任意单位合成物品事件"},{"n":"YDWERemoveGuard","d":"取消${单位}的跟随","c":"让一个佣兵不再跟随主人。备注：如果佣兵是召唤生物那么不必取消，因为当佣兵或主人死亡后，系统会自动取消跟随。","t":"取消佣兵<Red_Wolf制作>"},{"n":"YDWESetGuard","d":"命令${单位}跟随${单位}，刷新周期${timeout}，巡逻半径${guardRanger}，返回半径${returnRanger}，传送半径${outRanger}，巡逻概率${percent}%","c":"让一个佣兵跟随主人，可以在主人身边巡逻，当远离主人后自动返回或传送到主人身边。","t":"佣兵系统<Red_Wolf制作>"},{"n":"StringHash","d":"(${String})的哈希值","c":"获取一个对应该字符串的密钥，不同的字符串的密钥基本不可能相同，也很难找到两个不同的字符串他们有着相同的密钥。可以用于制作密码等功能。","t":"获取字符串的哈希值"},{"n":"YDWETimerPatternJumpAttack","d":"命令${单位}向${方向}方向跳劈，距离为${距离}，持续时间${时间}，刷新周期${I}，最大高度${高度}，对途经敌人造成伤害值${伤害量}，在敌人的${部位}附加特效${特效}。","c":"当伤害值设置为0，则敌人身上不出现特效。代码由Fetrix_sai修改。","t":"跳劈函数<Warft_TigerCN制作>"},{"n":"YDWETimerPatternMoonPriestessArrow","d":"命令${单位}向${方向}方向飞行，距离为${距离}，持续${时间}秒，刷新周期${I}，生成带有${整数}级${技能}的${辅助单位}，对目标施放${技能}，在目标的${部位}附加${特效}。","c":"由辅助单位给目标添加眩晕等状态。代码由Fetrix_sai修改。","t":"月神箭<Warft_TigerCN制作>"},{"n":"YDWETimerPatternRushSlide","d":"命令${单位}向${方向}方向冲锋，射程为${距离}，持续${时间}秒，刷新周期${I}，对途经敌人伤害值${实数}，摧毁树木${布尔}，不计算碰撞${布尔}，无视地形${布尔}，在目标的${部位}附加${特效}(地面)，附加${特效}(水中)","c":"代码由Fetrix_sai修改","t":"冲锋<Warft_TigerCN制作>"},{"n":"YDWETimerRemoveUnit","d":"在${时间}秒后删除${单位}","c":"启动中心计时器，在指定时间之后删除单位。","t":"计时器系统-删除单位[YDWE]"},{"n":"YDWETimerDestroyTimer","d":"在${时间}秒后删除${计时器}","c":"启动中心计时器，在指定时间之后删除计时器。","t":"计时器系统-删除计时器[YDWE]"},{"n":"YDWETimerRemoveItem","d":"在${时间}秒后删除${物品}","c":"启动中心计时器，在指定时间之后删除物品。","t":"计时器系统-删除物品[YDWE]"},{"n":"YDWETimerDestroyEffect","d":"在${时间}秒后删除${特效}","c":"启动中心计时器，在指定时间之后删除特效。","t":"计时器系统-删除特效[YDWE]"},{"n":"YDWETimerDestroyLightning","d":"在${时间}秒后删除${闪电效果}","c":"启动中心计时器，在指定时间之后删除闪电效果。","t":"计时器系统-删除闪电效果[YDWE]"},{"n":"YDWETimerRunTrigger","d":"在${时间}秒后运行${触发器}","c":"启动中心计时器，在指定时间之后运行触发器。","t":"计时器系统-运行触发器"},{"n":"YDWETimerDestroyTextTag","d":"在${时间}秒后删除${漂浮文字}","c":"启动中心计时器，在指定时间之后删除漂浮文字。","t":"计时器系统-删除漂浮文字[YDWE]"},{"n":"YDWETimerSystemGetRunIndex","d":"获取中心计时器当前执行索引","c":"获得中心计时器运行触发器或函数目前为止的执行次数。","t":"计时器系统-获取中心计时器当前执行索引"},{"n":"YDWETimerRunPeriodicTrigger","d":"每隔${时间}秒运行${触发器}，永久运行${真值}，运行${整数}次，运行标识${整数}。","c":"启动中心计时器，按指定间隔时间运行触发器；当永久运行为真，运行次数会被忽略；运行标识是自定义一个值，用来区别其它运行。","t":"计时器系统-循环运行触发器"},{"n":"YDWETimerRunPeriodicTriggerOver","d":"停止运行${触发器}，运行标识${整数}。","c":"使中心计时器不再运行该触发器；若触发器同一时间被多次运行且运行标识相同，中心计时器会停止对该触发器所有运行。","t":"计时器系统-终止运行触发器"},{"n":"YDWE_TP_GetElapsedTime","d":"获取运行索引为${计时器运行索引}的计时器逝去时间","c":"","t":"获取中心计时器逝去时间<Fetrix_sai制作>"},{"n":"YDWE_TP_GetRemainingTime","d":"获取运行索引为${计时器运行索引}的计时器剩余时间","c":"","t":"获取中心计时器剩余时间<Fetrix_sai制作>"},{"n":"YDWE_TP_GetTimeout","d":"获取运行索引为${计时器运行索引}的计时器刷新周期","c":"","t":"获取中心计时器刷新周期<Fetrix_sai制作>"},{"n":"YDWE_TP_PauseTimerPeriodic","d":"终止运行索引为${计时器运行索引}的计时器运行","c":"当中心计时器运行某个触发器时，会生成一个运行索引；可以通过该运行索引来终止本次计时器运行。","t":"新中心计时器-终止运行<Fetrix_sai制作>"},{"n":"YDWE_TP_SetTimeInterval","d":"修改运行索引为${计时器运行索引}的计时器运行间隔为${实数}","c":"当中心计时器运行某个触发器时，会生成一个运行索引；可以中途修改计时器某次运行的时间间隔。","t":"新中心计时器-修改运行间隔<Fetrix_sai制作>"},{"n":"YDWE_TP_GetExpiredTimerIndex","d":"获取当前到期计时器运行索引","c":"当中心计时器运行某个触发器时，会生成一个运行索引；可以通过本条API来获取当前到期的计时器运行索引。","t":"新中心计时器-获取当前到期计时器运行索引<Fetrix_sai制作>"},{"n":"YDWE_TP_NewTimerPeriodic","d":"开启中心计时器一个新的运行索引，时间间隔为${时间}秒，是否循环${真值}，运行触发器${触发器}","c":"当中心计时器运行某个触发器时，会生成一个运行索引；本条API会按设置的参数来运行触发器，并返回一个运行索引。","t":"新中心计时器-开启新的运行索引<Fetrix_sai制作>"},{"n":"YDWESyStemAnyUnitDamagedRegistTrigger","d":"任意单位接受伤害","c":"若触发器动作里有对单位造成伤害动作，会引起死循环，最好加入条件判断或在伤害前关闭当前触发器。不推荐新手使用。","t":"任意单位伤害事件"},{"n":"YDWESyStemItemUnmovableRegistTrigger","d":"任意单位移动物品栏里的物品","c":"若触发器动作里有移动物品的动作，会引起死循环，最好将移动物品的动作放到别的触发器内或移动物品前关闭当前触发器。","t":"任意单位移动物品事件"},{"n":"GetLastMovedItemInItemSlot","d":"最后在物品栏中移动的物品","c":"最后一个单位在物品栏中移动的物品","t":"最后在物品栏中移动的物品[YDWE]"},{"n":"YDWECoordinateX","d":"需要修正的X坐标为：${实数}","c":"设修正X坐标，强制它大于地图边界最小值，小于地图边界最大值，避免弹出游戏错误。","t":"修正X坐标[YDWE]"},{"n":"YDWECoordinateY","d":"需要修正的Y坐标为：${实数}","c":"设修正Y坐标，强制它大于地图边界最小值，小于地图边界最大值，避免弹出游戏错误。","t":"修正Y坐标[YDWE]"},{"n":"YDWEDistanceBetweenUnits","d":"从${单位}到${单位}的距离","c":"获取两个单位之间的距离。","t":"两个单位之间的距离[YDWE]"},{"n":"YDWEAngleBetweenUnits","d":"从${单位}到${单位}的角度","c":"获取两个单位之间的角度。","t":"两个单位之间的角度[YDWE]"},{"n":"YDWEGetRect","d":"以坐标(${x},${y})为中心，创建长${实数}，宽${实数}的矩形区域。","c":"会创建矩形区域","t":"新建矩形区域(指定中心坐标)[YDWE]"},{"n":"YDWEFlyEnable","d":"让单位${地面单位}变得可以飞行。","c":"让一个地面单位变得可以飞行，可以设置其飞行高度。","t":"设置单位可以飞行[YDWE]"},{"n":"YDWEId2S","d":"需要转换的Id为：${整数}","c":"将一个单位、物品等目标的Id转换成字符串；如'spsh'转换后为spsh。","t":"转换Id为字符串"},{"n":"YDWES2Id","d":"需要转换成ID的字符串为：${字符窜}","c":"将一个字符串转换成单位、物品等目标的ID；如spsh转换后为'spsh'，届时可以通过聊天输入字符串来创建单位或物品。","t":"转换字符串为Id[YDWE]"},{"n":"YDWES2UnitId","d":"需要转换成单位Id的字符窜为：${字符窜}","c":"将一个字符窜转换成单位ID，如输入hfoo，将转成步兵的ID。","t":"转换字符串为单位Id[YDWE]"},{"n":"YDWES2ItemId","d":"需要转换成物品Id的字符串为：${字符窜}","c":"将一个字符串转换成物品ID，如输入spsh，将转成魔法护盾的ID。","t":"转换字符串为物品Id[YDWE]"},{"n":"GetLastAbilityCastingUnit","d":"获取最后结束施放特殊技能的单位","c":"响应单位释放特殊技能事件，当技能释放完毕后，可以获取最后施放特殊技能的单位。","t":"获取最后结束施放特殊技能的单位"},{"n":"GetLastAbilityTargetUnit","d":"获取最后被特殊技能命中的单位","c":"响应单位释放可以命中目标的特殊技能事件，如钩子、月神箭；当技能命中目标后，可以获取最后被特殊技能命中的单位。","t":"获取最后被特殊技能命中的单位"},{"n":"YDWESetMapLimitCoordinate","d":"设置地图的边界坐标为(X坐标最小值${实数}，X坐标最大值${实数}，Y坐标最小值${实数}，Y坐标最大值${实数})","c":"边界坐标的设置会影响钩子、跳跃等技能在地图边界处的表现形式；默认的边界坐标是镜头范围的边界,新手慎用本设置!","t":"设置地图边界坐标[YDWE]"},{"n":"YDWESyStemAbilityCastingOverRegistTrigger","d":"任意单位施放特殊技能${特殊技能}结束","c":"用来响应跳跃、环绕、钩子等YDWE提供的特殊技能，可用‘最后结束施放特殊技能的单位’来捕捉施放技能单位","t":"任意单位施放特殊技能结束"},{"n":"YDWECreateUnitPool","d":"新建一个单位池","c":"新建一个单位池，该单位池可以被<最后创建的单位池>获得。","t":"创建单位池[YDWE]"},{"n":"YDWEPlaceRandomUnit","d":"从${单位池}中为${玩家}任意选择一个单位并放置到点(${X},${Y})面向${度}","c":"该单位可以被<最后从单位池中取出的单位>获取。","t":"选择放置单位[YDWE]"},{"n":"YDWEGetLastUnitPool","d":"最后创建的单位池","c":"该单位池必须是由YDWE提供的<创建单位池>动作生成，不然无法获取。","t":"最后创建的单位池[YDWE]"},{"n":"YDWEGetLastPoolAbstractedUnit","d":"最后从单位池里取出的单位","c":"该单位必须是由YDWE提供的<选择放置单位>动作生成，不然无法获取。","t":"最后从单位池里取出的单位"},{"n":"YDWECreateItemPool","d":"新建一个物品池","c":"新建一个物品池，该物品池可以被<最后创建的物品池>获得。","t":"创建物品池[YDWE]"},{"n":"YDWEPlaceRandomItem","d":"从${物品池}中选择一个物品并放置到点(${X},${Y})","c":"该物品可以被<最后从物品池中取出的物品>获取。","t":"选择放置物品[YDWE]"},{"n":"YDWEGetLastItemPool","d":"最后创建的物品池","c":"该物品池必须是由YDWE提供的<创建物品池>动作生成，不然无法获取。","t":"最后创建的物品池[YDWE]"},{"n":"YDWEGetLastPoolAbstractedItem","d":"最后从物品池里取出的物品","c":"该物品必须是由YDWE提供的<选择放置物品>动作生成，不然无法获取。","t":"最后从物品池里取出的物品[YDWE]"},{"n":"YDWESetAttackDamageWeaponType","d":"设置默认攻击类型为${攻击类型}，伤害类型为${伤害类型}，武器类型为${武器类型}","c":"设置一些技能（如钩子、月神箭）需要用到的攻击|伤害|武器类型，系统会按设置的攻击|伤害|武器类型对目标造成伤害。","t":"设置默认攻击|伤害|武器类型[YDWE]"},{"n":"YDWEGetPlayerColorString","d":"|c[${玩家}]${Start}|r","c":"","t":"附加上玩家颜色"},{"n":"YDWEGetUnitItemSoftId","d":"获取${单位}物品栏中${物品}的位置","c":"返回物品所在单位物品栏中的位置，为1-6之间的某个值；若单位身上不存在该物品，则返回0。","t":"物品在物品栏中的位置[YDWE]"},{"n":"YDWEFlushMissionByInteger","d":"清空目录->${整数}","c":"通过输入的路径，系统会根据当前魔兽版本从GameCache或HashTable上清空目录。","t":"清空目录(整数路径)"},{"n":"YDWEFlushMissionByString","d":"清空目录->${字符串}","c":"通过输入的路径，系统会根据当前魔兽版本从GameCache或HashTable上清空目录。","t":"清空目录(字符串路径)"},{"n":"YDWESaveIntegerByInteger","d":"存储目录->${整数}，标签->${整数}，存储整数->${整数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储整数数据。","t":"存储整数(整数路径)"},{"n":"YDWESaveIntegerByString","d":"存储目录->${字符串}，标签->${字符串}，存储整数->${整数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储整数数据。","t":"存储整数(字符串路径)"},{"n":"YDWEGetIntegerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取整数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。","t":"获取整数(整数路径)"},{"n":"YDWEGetIntegerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取整数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。","t":"获取整数(字符串路径)"},{"n":"YDWESaveRealByInteger","d":"存储目录->${整数}，标签->${整数}，存储实数->${实数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储实数数据。","t":"存储实数(整数路径)"},{"n":"YDWESaveRealByString","d":"存储目录->${字符串}，标签->${字符串}，存储实数->${实数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储实数数据。","t":"存储实数(字符串路径)"},{"n":"YDWEGetRealByInteger","d":"从存储目录->${整数}，标签->${整数}上获取实数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。","t":"获取实数(整数路径)"},{"n":"YDWEGetRealByString","d":"从存储目录->${字符串}，标签->${字符串}上获取实数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。","t":"获取实数(字符串路径)"},{"n":"YDWESaveStringByInteger","d":"存储目录->${整数}，标签->${整数}，存储字符串->${字符串}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储字符串数据。","t":"存储字符串(整数路径)"},{"n":"YDWESaveStringByString","d":"存储目录->${字符串}，标签->${字符串}，存储字符串->${字符串}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储字符串数据。","t":"存储字符串(字符串路径)"},{"n":"YDWEGetStringByInteger","d":"从存储目录->${整数}，标签->${整数}上获取字符串","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。","t":"获取字符串(整数路径)"},{"n":"YDWEGetStringByString","d":"从存储目录->${字符串}，标签->${字符串}上获取字符串","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。","t":"获取字符串(字符串路径)"},{"n":"YDWESaveBooleanByInteger","d":"存储目录->${整数}，标签->${整数}，存储真值->${真值}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储真值数据。","t":"存储真值(整数路径)"},{"n":"YDWESaveBooleanByString","d":"存储目录->${字符串}，标签->${字符串}，存储真值->${真值}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储真值数据。","t":"存储真值(字符串路径)"},{"n":"YDWEGetBooleanByInteger","d":"从存储目录->${整数}，标签->${整数}上获取真值","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。","t":"获取真值(整数路径)"},{"n":"YDWEGetBooleanByString","d":"从存储目录->${字符串}，标签->${字符串}上获取真值","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。","t":"获取真值(字符串路径)"},{"n":"YDWESaveUnitByInteger","d":"存储目录->${整数}，标签->${整数}，存储单位->${单位}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位数据。","t":"存储单位(整数路径)"},{"n":"YDWESaveUnitByString","d":"存储目录->${字符串}，标签->${字符串}，存储单位->${单位}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位数据。","t":"存储单位(字符串路径)"},{"n":"YDWEGetUnitByInteger","d":"从存储目录->${整数}，标签->${整数}上获取单位","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。","t":"获取单位(整数路径)"},{"n":"YDWEGetUnitByString","d":"从存储目录->${字符串}，标签->${字符串}上获取单位","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。","t":"获取单位(字符串路径)"},{"n":"YDWESaveUnitIDByInteger","d":"存储目录->${整数}，标签->${整数}，存储单位类型->${单位类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位类型数据。","t":"存储单位类型(整数路径)"},{"n":"YDWESaveUnitIDByString","d":"存储目录->${字符串}，标签->${字符串}，存储单位类型->${单位类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位类型数据。","t":"存储单位类型(字符串路径)"},{"n":"YDWEGetUnitIDByInteger","d":"从存储目录->${整数}，标签->${整数}上获取单位类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。","t":"获取单位类型(整数路径)"},{"n":"YDWEGetUnitIDByString","d":"从存储目录->${字符串}，标签->${字符串}上获取单位类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。","t":"获取单位类型(字符串路径)"},{"n":"YDWESaveAbilityIDByInteger","d":"存储目录->${整数}，标签->${整数}，存储技能->${技能}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储技能数据。","t":"存储技能(整数路径)"},{"n":"YDWESaveAbilityIDByString","d":"存储目录->${字符串}，标签->${字符串}，存储技能->${技能}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储技能数据。","t":"存储技能(字符串路径)"},{"n":"YDWEGetAbilityIDByInteger","d":"从存储目录->${整数}，标签->${整数}上获取技能","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。","t":"获取技能(整数路径)"},{"n":"YDWEGetAbilityIDByString","d":"从存储目录->${字符串}，标签->${字符串}上获取技能","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。","t":"获取技能(字符串路径)"},{"n":"YDWESavePlayerByInteger","d":"存储目录->${整数}，标签->${整数}，存储玩家->${玩家}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储玩家数据。","t":"存储玩家(整数路径)"},{"n":"YDWESavePlayerByString","d":"存储目录->${字符串}，标签->${字符串}，存储玩家->${玩家}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储玩家数据。","t":"存储玩家(字符串路径)"},{"n":"YDWEGetPlayerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取玩家","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。","t":"获取玩家(整数路径)"},{"n":"YDWEGetPlayerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取玩家","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。","t":"获取玩家(字符串路径)"},{"n":"YDWESaveItemByInteger","d":"存储目录->${整数}，标签->${整数}，存储物品->${物品}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品数据。","t":"存储物品(整数路径)"},{"n":"YDWESaveItemByString","d":"存储目录->${字符串}，标签->${字符串}，存储物品->${物品}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品数据。","t":"存储物品(字符串路径)"},{"n":"YDWEGetItemByInteger","d":"从存储目录->${整数}，标签->${整数}上获取物品","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。","t":"获取物品(整数路径)"},{"n":"YDWEGetItemByString","d":"从存储目录->${字符串}，标签->${字符串}上获取物品","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。","t":"获取物品(字符串路径)"},{"n":"YDWESaveItemIDByInteger","d":"存储目录->${整数}，标签->${整数}，存储物品类型->${物品类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品类型数据。","t":"存储物品类型(整数路径)"},{"n":"YDWESaveItemIDByString","d":"存储目录->${字符串}，标签->${字符串}，存储物品类型->${物品类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品类型数据。","t":"存储物品类型(字符串路径)"},{"n":"YDWEGetItemIDByInteger","d":"从存储目录->${整数}，标签->${整数}上获取物品类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。","t":"获取物品类型(整数路径)"},{"n":"YDWEGetItemIDByString","d":"从存储目录->${字符串}，标签->${字符串}上获取物品类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。","t":"获取物品类型(字符串路径)"},{"n":"YDWESaveTimerByInteger","d":"存储目录->${整数}，标签->${整数}，存储计时器->${计时器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器数据。","t":"存储计时器(整数路径)"},{"n":"YDWESaveTimerByString","d":"存储目录->${字符串}，标签->${字符串}，存储计时器->${计时器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器数据。","t":"存储计时器(字符串路径)"},{"n":"YDWEGetTimerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取计时器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。","t":"获取计时器(整数路径)"},{"n":"YDWEGetTimerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取计时器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。","t":"获取计时器(字符串路径)"},{"n":"YDWESaveTriggerByInteger","d":"存储目录->${整数}，标签->${整数}，存储触发器->${触发器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器数据。","t":"存储触发器(整数路径)"},{"n":"YDWESaveTriggerByString","d":"存储目录->${字符串}，标签->${字符串}，存储触发器->${触发器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器数据。","t":"存储触发器(字符串路径)"},{"n":"YDWEGetTriggerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取触发器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。","t":"获取触发器(整数路径)"},{"n":"YDWEGetTriggerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取触发器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。","t":"获取触发器(字符串路径)"},{"n":"YDWESaveLocationByInteger","d":"存储目录->${整数}，标签->${整数}，存储点->${点}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储点数据。","t":"存储点(整数路径)"},{"n":"YDWESaveLocationByString","d":"存储目录->${字符串}，标签->${字符串}，存储点->${点}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储点数据。","t":"存储点(字符串路径)"},{"n":"YDWEGetLocationByInteger","d":"从存储目录->${整数}，标签->${整数}上获取点","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取点数据。","t":"获取点(整数路径)"},{"n":"YDWEGetLocationByString","d":"从存储目录->${字符串}，标签->${字符串}上获取点","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取点数据。","t":"获取点(字符串路径)"},{"n":"YDWESaveGroupByInteger","d":"存储目录->${整数}，标签->${整数}，存储单位组->${单位组}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位组数据。","t":"存储单位组(整数路径)"},{"n":"YDWESaveGroupByString","d":"存储目录->${字符串}，标签->${字符串}，存储单位组->${单位组}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位组数据。","t":"存储单位组(字符串路径)"},{"n":"YDWEGetGroupByInteger","d":"从存储目录->${整数}，标签->${整数}上获取单位组","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。","t":"获取单位组(整数路径)"},{"n":"YDWEGetGroupByString","d":"从存储目录->${字符串}，标签->${字符串}上获取单位组","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。","t":"获取单位组(字符串路径)"},{"n":"YDWESaveMultiboardByInteger","d":"存储目录->${整数}，标签->${整数}，存储多面板->${多面板}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板数据。","t":"存储多面板(整数路径)"},{"n":"YDWESaveMultiboardByString","d":"存储目录->${字符串}，标签->${字符串}，存储多面板->${多面板}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板数据。","t":"存储多面板(字符串路径)"},{"n":"YDWESaveMultiboardItemByInteger","d":"存储目录->${整数}，标签->${整数}，存储多面板项目->${多面板项目}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板项目数据。","t":"存储多面板项目(整数路径)"},{"n":"YDWESaveMultiboardItemByString","d":"存储目录->${字符串}，标签->${字符串}，存储多面板项目->${多面板项目}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板项目数据。","t":"存储多面板项目(字符串路径)"},{"n":"YDWESaveTextTagByInteger","d":"存储目录->${整数}，标签->${整数}，存储漂浮文字->${漂浮文字}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储漂浮文字数据。","t":"存储漂浮文字(整数路径)"},{"n":"YDWESaveTextTagByString","d":"存储目录->${字符串}，标签->${字符串}，存储漂浮文字->${漂浮文字}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储漂浮文字数据。","t":"存储漂浮文字(字符串路径)"},{"n":"YDWEGetTextTagByInteger","d":"从存储目录->${整数}，标签->${整数}上获取漂浮文字","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。","t":"获取漂浮文字(整数路径)"},{"n":"YDWEGetTextTagByString","d":"从存储目录->${字符串}，标签->${字符串}上获取漂浮文字","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。","t":"获取漂浮文字(字符串路径)"},{"n":"YDWESaveLightningByInteger","d":"存储目录->${整数}，标签->${整数}，存储闪电->${闪电}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储闪电数据。","t":"存储闪电(整数路径)"},{"n":"YDWESaveLightningByString","d":"存储目录->${字符串}，标签->${字符串}，存储闪电->${闪电}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储闪电数据。","t":"存储闪电(字符串路径)"},{"n":"YDWEGetLightningByInteger","d":"从存储目录->${整数}，标签->${整数}上获取闪电","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。","t":"获取闪电(整数路径)"},{"n":"YDWEGetLightningByString","d":"从存储目录->${字符串}，标签->${字符串}上获取闪电","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。","t":"获取闪电(字符串路径)"},{"n":"YDWESaveRegionByInteger","d":"存储目录->${整数}，标签->${整数}，存储区域->${区域}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储区域数据。","t":"存储区域(整数路径)"},{"n":"YDWESaveRegionByString","d":"存储目录->${字符串}，标签->${字符串}，存储区域->${区域}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储区域数据。","t":"存储区域(字符串路径)"},{"n":"YDWEGetRegionByInteger","d":"从存储目录->${整数}，标签->${整数}上获取区域","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。","t":"获取区域(整数路径)"},{"n":"YDWEGetRegionByString","d":"从存储目录->${字符串}，标签->${字符串}上获取区域","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。","t":"获取区域(字符串路径)"},{"n":"YDWESaveRectByInteger","d":"存储目录->${整数}，标签->${整数}，存储地区->${地区}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储地区数据。","t":"存储地区(整数路径)"},{"n":"YDWESaveRectByString","d":"存储目录->${字符串}，标签->${字符串}，存储地区->${地区}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储地区数据。","t":"存储地区(字符串路径)"},{"n":"YDWEGetRectByInteger","d":"从存储目录->${整数}，标签->${整数}上获取地区","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。","t":"获取地区(整数路径)"},{"n":"YDWEGetRectByString","d":"从存储目录->${字符串}，标签->${字符串}上获取地区","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。","t":"获取区域(字符串路径)"},{"n":"YDWESaveLeaderboardByInteger","d":"存储目录->${整数}，标签->${整数}，存储排行榜->${排行榜}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储排行榜数据。","t":"存储排行榜(整数路径)"},{"n":"YDWESaveLeaderboardByString","d":"存储目录->${字符串}，标签->${字符串}，存储排行榜->${排行榜}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储排行榜数据。","t":"存储排行榜(字符串路径)"},{"n":"YDWEGetLeaderboardByInteger","d":"从存储目录->${整数}，标签->${整数}上获取排行榜","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。","t":"获取排行榜(整数路径)"},{"n":"YDWEGetLeaderboardByString","d":"从存储目录->${字符串}，标签->${字符串}上获取排行榜","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。","t":"获取排行榜(字符串路径)"},{"n":"YDWESaveEffectByInteger","d":"存储目录->${整数}，标签->${整数}，存储特效->${特效}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储特效数据。","t":"存储特效(整数路径)"},{"n":"YDWESaveEffectByString","d":"存储目录->${字符串}，标签->${字符串}，存储特效->${特效}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储特效数据。","t":"存储特效(字符串路径)"},{"n":"YDWEGetEffectByInteger","d":"从存储目录->${整数}，标签->${整数}上获取特效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。","t":"获取特效(整数路径)"},{"n":"YDWEGetEffectByString","d":"从存储目录->${字符串}，标签->${字符串}上获取特效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。","t":"获取特效(字符串路径)"},{"n":"YDWESaveDestructableByInteger","d":"存储目录->${整数}，标签->${整数}，存储可破坏物->${可破坏物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可破坏物数据。","t":"存储可破坏物(整数路径)"},{"n":"YDWESaveDestructableByString","d":"存储目录->${字符串}，标签->${字符串}，存储可破坏物->${可破坏物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可破坏物数据。","t":"存储可破坏物(字符串路径)"},{"n":"YDWEGetDestructableByInteger","d":"从存储目录->${整数}，标签->${整数}上获取可破坏物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。","t":"获取可破坏物(整数路径)"},{"n":"YDWEGetDestructableByString","d":"从存储目录->${字符串}，标签->${字符串}上获取可破坏物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。","t":"获取可破坏物(字符串路径)"},{"n":"YDWESaveTriggerConditionByInteger","d":"存储目录->${整数}，标签->${整数}，存储触发器条件->${触发器条件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器条件数据。","t":"存储触发器条件(整数路径)"},{"n":"YDWESaveTriggerConditionByString","d":"存储目录->${字符串}，标签->${字符串}，存储触发器条件->${触发器条件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器条件数据。","t":"存储触发器条件(字符串路径)"},{"n":"YDWEGetTriggerConditionByInteger","d":"从存储目录->${整数}，标签->${整数}上获取触发器条件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。","t":"获取触发器条件(整数路径)"},{"n":"YDWEGetTriggerConditionByString","d":"从存储目录->${字符串}，标签->${字符串}上获取触发器条件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。","t":"获取触发器条件(字符串路径)"},{"n":"YDWESaveTriggerActionByInteger","d":"存储目录->${整数}，标签->${整数}，存储触发器动作->${触发器动作}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器动作数据。","t":"存储触发器动作(整数路径)"},{"n":"YDWESaveTriggerActionByString","d":"存储目录->${字符串}，标签->${字符串}，存储触发器动作->${触发器动作}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器动作数据。","t":"存储触发器动作(字符串路径)"},{"n":"YDWEGetTriggerActionByInteger","d":"从存储目录->${整数}，标签->${整数}上获取触发器动作","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。","t":"获取触发器动作(整数路径)"},{"n":"YDWEGetTriggerActionByString","d":"从存储目录->${字符串}，标签->${字符串}上获取触发器动作","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。","t":"获取触发器动作(字符串路径)"},{"n":"YDWESaveTriggerEventByInteger","d":"存储目录->${整数}，标签->${整数}，存储事件->${事件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储事件数据。","t":"存储事件(整数路径)"},{"n":"YDWESaveTriggerEventByString","d":"存储目录->${字符串}，标签->${字符串}，存储事件->${事件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储事件数据。","t":"存储事件(字符串路径)"},{"n":"YDWEGetTriggerEventByInteger","d":"从存储目录->${整数}，标签->${整数}上获取事件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。","t":"获取事件(整数路径)"},{"n":"YDWEGetTriggerEventByString","d":"从存储目录->${字符串}，标签->${字符串}上获取事件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。","t":"获取事件(字符串路径)"},{"n":"YDWESaveForceByInteger","d":"存储目录->${整数}，标签->${整数}，存储势力->${势力}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储势力数据。","t":"存储势力(整数路径)"},{"n":"YDWESaveForceByString","d":"存储目录->${字符串}，标签->${字符串}，存储势力->${势力}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储势力数据。","t":"存储势力(字符串路径)"},{"n":"YDWEGetForceByInteger","d":"从存储目录->${整数}，标签->${整数}上获取势力","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。","t":"获取势力(整数路径)"},{"n":"YDWEGetForceByString","d":"从存储目录->${字符串}，标签->${字符串}上获取势力","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。","t":"获取势力(字符串路径)"},{"n":"YDWESaveBoolexprByInteger","d":"存储目录->${整数}，标签->${整数}，存储布尔表达式->${布尔表达式}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储布尔表达式数据。","t":"存储布尔表达式(整数路径)"},{"n":"YDWESaveBoolexprByString","d":"存储目录->${字符串}，标签->${字符串}，存储布尔表达式->${布尔表达式}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储布尔表达式数据。","t":"存储布尔表达式(字符串路径)"},{"n":"YDWEGetBoolexprByInteger","d":"从存储目录->${整数}，标签->${整数}上获取布尔表达式","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。","t":"获取布尔表达式(整数路径)"},{"n":"YDWEGetBoolexprByString","d":"从存储目录->${字符串}，标签->${字符串}上获取布尔表达式","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。","t":"获取布尔表达式(字符串路径)"},{"n":"YDWESaveSoundByInteger","d":"存储目录->${整数}，标签->${整数}，存储声音->${声音}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储声音数据。","t":"存储声音(整数路径)"},{"n":"YDWESaveSoundByString","d":"存储目录->${字符串}，标签->${字符串}，存储声音->${声音}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储声音数据。","t":"存储声音(字符串路径)"},{"n":"YDWEGetSoundByInteger","d":"从存储目录->${整数}，标签->${整数}上获取音效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。","t":"获取音效(整数路径)"},{"n":"YDWEGetSoundByString","d":"从存储目录->${字符串}，标签->${字符串}上获取音效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。","t":"获取音效(字符串路径)"},{"n":"YDWESaveTimerDialogByInteger","d":"存储目录->${整数}，标签->${整数}，存储计时器窗口->${计时器窗口}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器窗口数据。","t":"存储计时器窗口(整数路径)"},{"n":"YDWESaveTimerDialogByString","d":"存储目录->${字符串}，标签->${字符串}，存储计时器窗口->${计时器窗口}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器窗口数据。","t":"存储计时器窗口(字符串路径)"},{"n":"YDWEGetTimerDialogByInteger","d":"从存储目录->${整数}，标签->${整数}上获取计时器窗口","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。","t":"获取计时器窗口(整数路径)"},{"n":"YDWEGetTimerDialogByString","d":"从存储目录->${字符串}，标签->${字符串}上获取计时器窗口","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。","t":"获取计时器窗口(字符串路径)"},{"n":"YDWESaveTrackableByInteger","d":"存储目录->${整数}，标签->${整数}，存储可追踪物->${可追踪物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可追踪物数据。","t":"存储可追踪物(整数路径)"},{"n":"YDWESaveTrackableByString","d":"存储目录->${字符串}，标签->${字符串}，存储可追踪物->${可追踪物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可追踪物数据。","t":"存储可追踪物(字符串路径)"},{"n":"YDWEGetTrackableByInteger","d":"从存储目录->${整数}，标签->${整数}上获取可追踪物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。","t":"获取可追踪物(整数路径)"},{"n":"YDWEGetTrackableByString","d":"从存储目录->${字符串}，标签->${字符串}上获取可追踪物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。","t":"获取可追踪物(字符串路径)"},{"n":"YDWESaveDialogByInteger","d":"存储目录->${整数}，标签->${整数}，存储对话框->${对话框}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框数据。","t":"存储对话框(整数路径)"},{"n":"YDWESaveDialogByString","d":"存储目录->${字符串}，标签->${字符串}，存储对话框->${对话框}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框数据。","t":"存储对话框(字符串路径)"},{"n":"YDWEGetDialogByInteger","d":"从存储目录->${整数}，标签->${整数}上获取对话框","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。","t":"获取对话框(整数路径)"},{"n":"YDWEGetDialogByString","d":"从存储目录->${字符串}，标签->${字符串}上获取对话框","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。","t":"获取对话框(字符串路径)"},{"n":"YDWESaveButtonByInteger","d":"存储目录->${整数}，标签->${整数}，存储对话框按钮->${对话框按钮}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框按钮数据。","t":"存储对话框按钮(整数路径)"},{"n":"YDWESaveButtonByString","d":"存储目录->${字符串}，标签->${字符串}，存储对话框按钮->${对话框按钮}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框按钮数据。","t":"存储对话框按钮(字符串路径)"},{"n":"YDWEGetButtonByInteger","d":"从存储目录->${整数}，标签->${整数}上获取对话框按钮","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。","t":"获取对话框按钮(整数路径)"},{"n":"YDWEGetButtonByString","d":"从存储目录->${字符串}，标签->${字符串}上获取对话框按钮","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。","t":"获取对话框按钮(字符串路径)"},{"n":"YDWESaveQuestByInteger","d":"存储目录->${整数}，标签->${整数}，存储任务->${任务}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务数据。","t":"存储任务(整数路径)"},{"n":"YDWESaveQuestByString","d":"存储目录->${字符串}，标签->${字符串}，存储任务->${任务}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务数据。","t":"存储任务(字符串路径)"},{"n":"YDWEGetQuestByInteger","d":"从存储目录->${整数}，标签->${整数}上获取任务","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。","t":"获取任务(整数路径)"},{"n":"YDWEGetQuestByString","d":"从存储目录->${字符串}，标签->${字符串}上获取任务","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。","t":"获取任务(字符串路径)"},{"n":"YDWESaveQuestItemByInteger","d":"存储目录->${整数}，标签->${整数}，存储任务目标项->${任务目标项}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务目标项数据。","t":"存储任务目标项(整数路径)"},{"n":"YDWESaveQuestItemByString","d":"存储目录->${字符串}，标签->${字符串}，存储任务目标项->${任务目标项}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务目标项数据。","t":"存储任务目标项(字符串路径)"},{"n":"YDWEGetQuestItemByInteger","d":"从存储目录->${整数}，标签->${整数}上获取任务目标项","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。","t":"获取任务目标项(整数路径)"},{"n":"YDWEGetQuestItemByString","d":"从存储目录->${字符串}，标签->${字符串}上获取任务目标项","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。","t":"获取任务目标项(字符串路径)"},{"n":"YDWESaveAbilityHandleBJ","d":"保存技能${Ability}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取技能'可以取出保存的值","t":"<1.24>保存技能"},{"n":"YDWESaveAbilityHandle","d":"在${Hashtable}的主索引${Value}子索引${Value}中保存技能${Value}","c":"使用'哈希表-从哈希表提取技能'可以取出保存的值","t":"<1.24>保存技能[C]"},{"n":"YDWELoadAbilityHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取技能","c":"如果不存在则返回空","t":"<1.24>从哈希表提取技能"},{"n":"YDWELoadAbilityHandle","d":"在${Hashtable}的主索引${Value}子索引${Value}内提取技能","c":"如果不存在则返回空","t":"<1.24>从哈希表提取技能[C]"},{"n":"GetHandleId","d":"转换${Handle}为整数","c":"创建一个对应该handle的临时密钥,可以在哈希表中作为索引号使用.当该handle被彻底销毁时,密钥会被回收.","t":"<1.24>获取对象的h2i值[C]"},{"n":"YDWEFlushMissionByInteger","d":"清空目录->${整数}","c":"通过输入的路径，系统会根据当前魔兽版本从GameCache或HashTable上清空目录。","t":"清空目录(整数路径)"},{"n":"YDWEFlushMissionByString","d":"清空目录->${字符串}","c":"通过输入的路径，系统会根据当前魔兽版本从GameCache或HashTable上清空目录。","t":"清空目录(字符串路径)"},{"n":"YDWESaveIntegerByInteger","d":"存储目录->${整数}，标签->${整数}，存储整数->${整数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储整数数据。","t":"存储整数(整数路径)"},{"n":"YDWESaveIntegerByString","d":"存储目录->${字符串}，标签->${字符串}，存储整数->${整数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储整数数据。","t":"存储整数(字符串路径)"},{"n":"YDWEGetIntegerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取整数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。","t":"获取整数(整数路径)"},{"n":"YDWEGetIntegerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取整数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。","t":"获取整数(字符串路径)"},{"n":"YDWESaveRealByInteger","d":"存储目录->${整数}，标签->${整数}，存储实数->${实数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储实数数据。","t":"存储实数(整数路径)"},{"n":"YDWESaveRealByString","d":"存储目录->${字符串}，标签->${字符串}，存储实数->${实数}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储实数数据。","t":"存储实数(字符串路径)"},{"n":"YDWEGetRealByInteger","d":"从存储目录->${整数}，标签->${整数}上获取实数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。","t":"获取实数(整数路径)"},{"n":"YDWEGetRealByString","d":"从存储目录->${字符串}，标签->${字符串}上获取实数","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。","t":"获取实数(字符串路径)"},{"n":"YDWESaveStringByInteger","d":"存储目录->${整数}，标签->${整数}，存储字符串->${字符串}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储字符串数据。","t":"存储字符串(整数路径)"},{"n":"YDWESaveStringByString","d":"存储目录->${字符串}，标签->${字符串}，存储字符串->${字符串}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储字符串数据。","t":"存储字符串(字符串路径)"},{"n":"YDWEGetStringByInteger","d":"从存储目录->${整数}，标签->${整数}上获取字符串","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。","t":"获取字符串(整数路径)"},{"n":"YDWEGetStringByString","d":"从存储目录->${字符串}，标签->${字符串}上获取字符串","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。","t":"获取字符串(字符串路径)"},{"n":"YDWESaveBooleanByInteger","d":"存储目录->${整数}，标签->${整数}，存储真值->${真值}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储真值数据。","t":"存储真值(整数路径)"},{"n":"YDWESaveBooleanByString","d":"存储目录->${字符串}，标签->${字符串}，存储真值->${真值}","c":"通过输入的路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储真值数据。","t":"存储真值(字符串路径)"},{"n":"YDWEGetBooleanByInteger","d":"从存储目录->${整数}，标签->${整数}上获取真值","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。","t":"获取真值(整数路径)"},{"n":"YDWEGetBooleanByString","d":"从存储目录->${字符串}，标签->${字符串}上获取真值","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。","t":"获取真值(字符串路径)"},{"n":"YDWESaveUnitByInteger","d":"存储目录->${整数}，标签->${整数}，存储单位->${单位}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位数据。","t":"存储单位(整数路径)"},{"n":"YDWESaveUnitByString","d":"存储目录->${字符串}，标签->${字符串}，存储单位->${单位}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位数据。","t":"存储单位(字符串路径)"},{"n":"YDWEGetUnitByInteger","d":"从存储目录->${整数}，标签->${整数}上获取单位","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。","t":"获取单位(整数路径)"},{"n":"YDWEGetUnitByString","d":"从存储目录->${字符串}，标签->${字符串}上获取单位","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。","t":"获取单位(字符串路径)"},{"n":"YDWESaveUnitIDByInteger","d":"存储目录->${整数}，标签->${整数}，存储单位类型->${单位类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位类型数据。","t":"存储单位类型(整数路径)"},{"n":"YDWESaveUnitIDByString","d":"存储目录->${字符串}，标签->${字符串}，存储单位类型->${单位类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位类型数据。","t":"存储单位类型(字符串路径)"},{"n":"YDWEGetUnitIDByInteger","d":"从存储目录->${整数}，标签->${整数}上获取单位类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。","t":"获取单位类型(整数路径)"},{"n":"YDWEGetUnitIDByString","d":"从存储目录->${字符串}，标签->${字符串}上获取单位类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。","t":"获取单位类型(字符串路径)"},{"n":"YDWESaveAbilityIDByInteger","d":"存储目录->${整数}，标签->${整数}，存储技能->${技能}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储技能数据。","t":"存储技能(整数路径)"},{"n":"YDWESaveAbilityIDByString","d":"存储目录->${字符串}，标签->${字符串}，存储技能->${技能}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储技能数据。","t":"存储技能(字符串路径)"},{"n":"YDWEGetAbilityIDByInteger","d":"从存储目录->${整数}，标签->${整数}上获取技能","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。","t":"获取技能(整数路径)"},{"n":"YDWEGetAbilityIDByString","d":"从存储目录->${字符串}，标签->${字符串}上获取技能","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。","t":"获取技能(字符串路径)"},{"n":"YDWESavePlayerByInteger","d":"存储目录->${整数}，标签->${整数}，存储玩家->${玩家}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储玩家数据。","t":"存储玩家(整数路径)"},{"n":"YDWESavePlayerByString","d":"存储目录->${字符串}，标签->${字符串}，存储玩家->${玩家}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储玩家数据。","t":"存储玩家(字符串路径)"},{"n":"YDWEGetPlayerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取玩家","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。","t":"获取玩家(整数路径)"},{"n":"YDWEGetPlayerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取玩家","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。","t":"获取玩家(字符串路径)"},{"n":"YDWESaveItemByInteger","d":"存储目录->${整数}，标签->${整数}，存储物品->${物品}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品数据。","t":"存储物品(整数路径)"},{"n":"YDWESaveItemByString","d":"存储目录->${字符串}，标签->${字符串}，存储物品->${物品}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品数据。","t":"存储物品(字符串路径)"},{"n":"YDWEGetItemByInteger","d":"从存储目录->${整数}，标签->${整数}上获取物品","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。","t":"获取物品(整数路径)"},{"n":"YDWEGetItemByString","d":"从存储目录->${字符串}，标签->${字符串}上获取物品","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。","t":"获取物品(字符串路径)"},{"n":"YDWESaveItemIDByInteger","d":"存储目录->${整数}，标签->${整数}，存储物品类型->${物品类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品类型数据。","t":"存储物品类型(整数路径)"},{"n":"YDWESaveItemIDByString","d":"存储目录->${字符串}，标签->${字符串}，存储物品类型->${物品类型}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储物品类型数据。","t":"存储物品类型(字符串路径)"},{"n":"YDWEGetItemIDByInteger","d":"从存储目录->${整数}，标签->${整数}上获取物品类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。","t":"获取物品类型(整数路径)"},{"n":"YDWEGetItemIDByString","d":"从存储目录->${字符串}，标签->${字符串}上获取物品类型","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。","t":"获取物品类型(字符串路径)"},{"n":"YDWESaveTimerByInteger","d":"存储目录->${整数}，标签->${整数}，存储计时器->${计时器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器数据。","t":"存储计时器(整数路径)"},{"n":"YDWESaveTimerByString","d":"存储目录->${字符串}，标签->${字符串}，存储计时器->${计时器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器数据。","t":"存储计时器(字符串路径)"},{"n":"YDWEGetTimerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取计时器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。","t":"获取计时器(整数路径)"},{"n":"YDWEGetTimerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取计时器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。","t":"获取计时器(字符串路径)"},{"n":"YDWESaveTriggerByInteger","d":"存储目录->${整数}，标签->${整数}，存储触发器->${触发器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器数据。","t":"存储触发器(整数路径)"},{"n":"YDWESaveTriggerByString","d":"存储目录->${字符串}，标签->${字符串}，存储触发器->${触发器}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器数据。","t":"存储触发器(字符串路径)"},{"n":"YDWEGetTriggerByInteger","d":"从存储目录->${整数}，标签->${整数}上获取触发器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。","t":"获取触发器(整数路径)"},{"n":"YDWEGetTriggerByString","d":"从存储目录->${字符串}，标签->${字符串}上获取触发器","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。","t":"获取触发器(字符串路径)"},{"n":"YDWESaveLocationByInteger","d":"存储目录->${整数}，标签->${整数}，存储点->${点}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储点数据。","t":"存储点(整数路径)"},{"n":"YDWESaveLocationByString","d":"存储目录->${字符串}，标签->${字符串}，存储点->${点}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储点数据。","t":"存储点(字符串路径)"},{"n":"YDWEGetLocationByInteger","d":"从存储目录->${整数}，标签->${整数}上获取点","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取点数据。","t":"获取点(整数路径)"},{"n":"YDWEGetLocationByString","d":"从存储目录->${字符串}，标签->${字符串}上获取点","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取点数据。","t":"获取点(字符串路径)"},{"n":"YDWESaveGroupByInteger","d":"存储目录->${整数}，标签->${整数}，存储单位组->${单位组}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位组数据。","t":"存储单位组(整数路径)"},{"n":"YDWESaveGroupByString","d":"存储目录->${字符串}，标签->${字符串}，存储单位组->${单位组}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储单位组数据。","t":"存储单位组(字符串路径)"},{"n":"YDWEGetGroupByInteger","d":"从存储目录->${整数}，标签->${整数}上获取单位组","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。","t":"获取单位组(整数路径)"},{"n":"YDWEGetGroupByString","d":"从存储目录->${字符串}，标签->${字符串}上获取单位组","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。","t":"获取单位组(字符串路径)"},{"n":"YDWESaveMultiboardByInteger","d":"存储目录->${整数}，标签->${整数}，存储多面板->${多面板}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板数据。","t":"存储多面板(整数路径)"},{"n":"YDWESaveMultiboardByString","d":"存储目录->${字符串}，标签->${字符串}，存储多面板->${多面板}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板数据。","t":"存储多面板(字符串路径)"},{"n":"YDWESaveMultiboardItemByInteger","d":"存储目录->${整数}，标签->${整数}，存储多面板项目->${多面板项目}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板项目数据。","t":"存储多面板项目(整数路径)"},{"n":"YDWESaveMultiboardItemByString","d":"存储目录->${字符串}，标签->${字符串}，存储多面板项目->${多面板项目}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储多面板项目数据。","t":"存储多面板项目(字符串路径)"},{"n":"YDWESaveTextTagByInteger","d":"存储目录->${整数}，标签->${整数}，存储漂浮文字->${漂浮文字}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储漂浮文字数据。","t":"存储漂浮文字(整数路径)"},{"n":"YDWESaveTextTagByString","d":"存储目录->${字符串}，标签->${字符串}，存储漂浮文字->${漂浮文字}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储漂浮文字数据。","t":"存储漂浮文字(字符串路径)"},{"n":"YDWEGetTextTagByInteger","d":"从存储目录->${整数}，标签->${整数}上获取漂浮文字","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。","t":"获取漂浮文字(整数路径)"},{"n":"YDWEGetTextTagByString","d":"从存储目录->${字符串}，标签->${字符串}上获取漂浮文字","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。","t":"获取漂浮文字(字符串路径)"},{"n":"YDWESaveLightningByInteger","d":"存储目录->${整数}，标签->${整数}，存储闪电->${闪电}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储闪电数据。","t":"存储闪电(整数路径)"},{"n":"YDWESaveLightningByString","d":"存储目录->${字符串}，标签->${字符串}，存储闪电->${闪电}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储闪电数据。","t":"存储闪电(字符串路径)"},{"n":"YDWEGetLightningByInteger","d":"从存储目录->${整数}，标签->${整数}上获取闪电","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。","t":"获取闪电(整数路径)"},{"n":"YDWEGetLightningByString","d":"从存储目录->${字符串}，标签->${字符串}上获取闪电","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。","t":"获取闪电(字符串路径)"},{"n":"YDWESaveRegionByInteger","d":"存储目录->${整数}，标签->${整数}，存储区域->${区域}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储区域数据。","t":"存储区域(整数路径)"},{"n":"YDWESaveRegionByString","d":"存储目录->${字符串}，标签->${字符串}，存储区域->${区域}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储区域数据。","t":"存储区域(字符串路径)"},{"n":"YDWEGetRegionByInteger","d":"从存储目录->${整数}，标签->${整数}上获取区域","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。","t":"获取区域(整数路径)"},{"n":"YDWEGetRegionByString","d":"从存储目录->${字符串}，标签->${字符串}上获取区域","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。","t":"获取区域(字符串路径)"},{"n":"YDWESaveRectByInteger","d":"存储目录->${整数}，标签->${整数}，存储地区->${地区}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储地区数据。","t":"存储地区(整数路径)"},{"n":"YDWESaveRectByString","d":"存储目录->${字符串}，标签->${字符串}，存储地区->${地区}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储地区数据。","t":"存储地区(字符串路径)"},{"n":"YDWEGetRectByInteger","d":"从存储目录->${整数}，标签->${整数}上获取地区","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。","t":"获取地区(整数路径)"},{"n":"YDWEGetRectByString","d":"从存储目录->${字符串}，标签->${字符串}上获取地区","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。","t":"获取区域(字符串路径)"},{"n":"YDWESaveLeaderboardByInteger","d":"存储目录->${整数}，标签->${整数}，存储排行榜->${排行榜}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储排行榜数据。","t":"存储排行榜(整数路径)"},{"n":"YDWESaveLeaderboardByString","d":"存储目录->${字符串}，标签->${字符串}，存储排行榜->${排行榜}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储排行榜数据。","t":"存储排行榜(字符串路径)"},{"n":"YDWEGetLeaderboardByInteger","d":"从存储目录->${整数}，标签->${整数}上获取排行榜","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。","t":"获取排行榜(整数路径)"},{"n":"YDWEGetLeaderboardByString","d":"从存储目录->${字符串}，标签->${字符串}上获取排行榜","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。","t":"获取排行榜(字符串路径)"},{"n":"YDWESaveEffectByInteger","d":"存储目录->${整数}，标签->${整数}，存储特效->${特效}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储特效数据。","t":"存储特效(整数路径)"},{"n":"YDWESaveEffectByString","d":"存储目录->${字符串}，标签->${字符串}，存储特效->${特效}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储特效数据。","t":"存储特效(字符串路径)"},{"n":"YDWEGetEffectByInteger","d":"从存储目录->${整数}，标签->${整数}上获取特效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。","t":"获取特效(整数路径)"},{"n":"YDWEGetEffectByString","d":"从存储目录->${字符串}，标签->${字符串}上获取特效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。","t":"获取特效(字符串路径)"},{"n":"YDWESaveDestructableByInteger","d":"存储目录->${整数}，标签->${整数}，存储可破坏物->${可破坏物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可破坏物数据。","t":"存储可破坏物(整数路径)"},{"n":"YDWESaveDestructableByString","d":"存储目录->${字符串}，标签->${字符串}，存储可破坏物->${可破坏物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可破坏物数据。","t":"存储可破坏物(字符串路径)"},{"n":"YDWEGetDestructableByInteger","d":"从存储目录->${整数}，标签->${整数}上获取可破坏物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。","t":"获取可破坏物(整数路径)"},{"n":"YDWEGetDestructableByString","d":"从存储目录->${字符串}，标签->${字符串}上获取可破坏物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。","t":"获取可破坏物(字符串路径)"},{"n":"YDWESaveTriggerConditionByInteger","d":"存储目录->${整数}，标签->${整数}，存储触发器条件->${触发器条件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器条件数据。","t":"存储触发器条件(整数路径)"},{"n":"YDWESaveTriggerConditionByString","d":"存储目录->${字符串}，标签->${字符串}，存储触发器条件->${触发器条件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器条件数据。","t":"存储触发器条件(字符串路径)"},{"n":"YDWEGetTriggerConditionByInteger","d":"从存储目录->${整数}，标签->${整数}上获取触发器条件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。","t":"获取触发器条件(整数路径)"},{"n":"YDWEGetTriggerConditionByString","d":"从存储目录->${字符串}，标签->${字符串}上获取触发器条件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。","t":"获取触发器条件(字符串路径)"},{"n":"YDWESaveTriggerActionByInteger","d":"存储目录->${整数}，标签->${整数}，存储触发器动作->${触发器动作}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器动作数据。","t":"存储触发器动作(整数路径)"},{"n":"YDWESaveTriggerActionByString","d":"存储目录->${字符串}，标签->${字符串}，存储触发器动作->${触发器动作}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储触发器动作数据。","t":"存储触发器动作(字符串路径)"},{"n":"YDWEGetTriggerActionByInteger","d":"从存储目录->${整数}，标签->${整数}上获取触发器动作","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。","t":"获取触发器动作(整数路径)"},{"n":"YDWEGetTriggerActionByString","d":"从存储目录->${字符串}，标签->${字符串}上获取触发器动作","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。","t":"获取触发器动作(字符串路径)"},{"n":"YDWESaveTriggerEventByInteger","d":"存储目录->${整数}，标签->${整数}，存储事件->${事件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储事件数据。","t":"存储事件(整数路径)"},{"n":"YDWESaveTriggerEventByString","d":"存储目录->${字符串}，标签->${字符串}，存储事件->${事件}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储事件数据。","t":"存储事件(字符串路径)"},{"n":"YDWEGetTriggerEventByInteger","d":"从存储目录->${整数}，标签->${整数}上获取事件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。","t":"获取事件(整数路径)"},{"n":"YDWEGetTriggerEventByString","d":"从存储目录->${字符串}，标签->${字符串}上获取事件","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。","t":"获取事件(字符串路径)"},{"n":"YDWESaveForceByInteger","d":"存储目录->${整数}，标签->${整数}，存储势力->${势力}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储势力数据。","t":"存储势力(整数路径)"},{"n":"YDWESaveForceByString","d":"存储目录->${字符串}，标签->${字符串}，存储势力->${势力}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储势力数据。","t":"存储势力(字符串路径)"},{"n":"YDWEGetForceByInteger","d":"从存储目录->${整数}，标签->${整数}上获取势力","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。","t":"获取势力(整数路径)"},{"n":"YDWEGetForceByString","d":"从存储目录->${字符串}，标签->${字符串}上获取势力","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。","t":"获取势力(字符串路径)"},{"n":"YDWESaveBoolexprByInteger","d":"存储目录->${整数}，标签->${整数}，存储布尔表达式->${布尔表达式}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储布尔表达式数据。","t":"存储布尔表达式(整数路径)"},{"n":"YDWESaveBoolexprByString","d":"存储目录->${字符串}，标签->${字符串}，存储布尔表达式->${布尔表达式}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储布尔表达式数据。","t":"存储布尔表达式(字符串路径)"},{"n":"YDWEGetBoolexprByInteger","d":"从存储目录->${整数}，标签->${整数}上获取布尔表达式","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。","t":"获取布尔表达式(整数路径)"},{"n":"YDWEGetBoolexprByString","d":"从存储目录->${字符串}，标签->${字符串}上获取布尔表达式","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。","t":"获取布尔表达式(字符串路径)"},{"n":"YDWESaveSoundByInteger","d":"存储目录->${整数}，标签->${整数}，存储声音->${声音}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储声音数据。","t":"存储声音(整数路径)"},{"n":"YDWESaveSoundByString","d":"存储目录->${字符串}，标签->${字符串}，存储声音->${声音}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储声音数据。","t":"存储声音(字符串路径)"},{"n":"YDWEGetSoundByInteger","d":"从存储目录->${整数}，标签->${整数}上获取音效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。","t":"获取音效(整数路径)"},{"n":"YDWEGetSoundByString","d":"从存储目录->${字符串}，标签->${字符串}上获取音效","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。","t":"获取音效(字符串路径)"},{"n":"YDWESaveTimerDialogByInteger","d":"存储目录->${整数}，标签->${整数}，存储计时器窗口->${计时器窗口}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器窗口数据。","t":"存储计时器窗口(整数路径)"},{"n":"YDWESaveTimerDialogByString","d":"存储目录->${字符串}，标签->${字符串}，存储计时器窗口->${计时器窗口}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储计时器窗口数据。","t":"存储计时器窗口(字符串路径)"},{"n":"YDWEGetTimerDialogByInteger","d":"从存储目录->${整数}，标签->${整数}上获取计时器窗口","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。","t":"获取计时器窗口(整数路径)"},{"n":"YDWEGetTimerDialogByString","d":"从存储目录->${字符串}，标签->${字符串}上获取计时器窗口","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。","t":"获取计时器窗口(字符串路径)"},{"n":"YDWESaveTrackableByInteger","d":"存储目录->${整数}，标签->${整数}，存储可追踪物->${可追踪物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可追踪物数据。","t":"存储可追踪物(整数路径)"},{"n":"YDWESaveTrackableByString","d":"存储目录->${字符串}，标签->${字符串}，存储可追踪物->${可追踪物}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储可追踪物数据。","t":"存储可追踪物(字符串路径)"},{"n":"YDWEGetTrackableByInteger","d":"从存储目录->${整数}，标签->${整数}上获取可追踪物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。","t":"获取可追踪物(整数路径)"},{"n":"YDWEGetTrackableByString","d":"从存储目录->${字符串}，标签->${字符串}上获取可追踪物","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。","t":"获取可追踪物(字符串路径)"},{"n":"YDWESaveDialogByInteger","d":"存储目录->${整数}，标签->${整数}，存储对话框->${对话框}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框数据。","t":"存储对话框(整数路径)"},{"n":"YDWESaveDialogByString","d":"存储目录->${字符串}，标签->${字符串}，存储对话框->${对话框}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框数据。","t":"存储对话框(字符串路径)"},{"n":"YDWEGetDialogByInteger","d":"从存储目录->${整数}，标签->${整数}上获取对话框","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。","t":"获取对话框(整数路径)"},{"n":"YDWEGetDialogByString","d":"从存储目录->${字符串}，标签->${字符串}上获取对话框","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。","t":"获取对话框(字符串路径)"},{"n":"YDWESaveButtonByInteger","d":"存储目录->${整数}，标签->${整数}，存储对话框按钮->${对话框按钮}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框按钮数据。","t":"存储对话框按钮(整数路径)"},{"n":"YDWESaveButtonByString","d":"存储目录->${字符串}，标签->${字符串}，存储对话框按钮->${对话框按钮}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储对话框按钮数据。","t":"存储对话框按钮(字符串路径)"},{"n":"YDWEGetButtonByInteger","d":"从存储目录->${整数}，标签->${整数}上获取对话框按钮","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。","t":"获取对话框按钮(整数路径)"},{"n":"YDWEGetButtonByString","d":"从存储目录->${字符串}，标签->${字符串}上获取对话框按钮","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。","t":"获取对话框按钮(字符串路径)"},{"n":"YDWESaveQuestByInteger","d":"存储目录->${整数}，标签->${整数}，存储任务->${任务}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务数据。","t":"存储任务(整数路径)"},{"n":"YDWESaveQuestByString","d":"存储目录->${字符串}，标签->${字符串}，存储任务->${任务}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务数据。","t":"存储任务(字符串路径)"},{"n":"YDWEGetQuestByInteger","d":"从存储目录->${整数}，标签->${整数}上获取任务","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。","t":"获取任务(整数路径)"},{"n":"YDWEGetQuestByString","d":"从存储目录->${字符串}，标签->${字符串}上获取任务","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。","t":"获取任务(字符串路径)"},{"n":"YDWESaveQuestItemByInteger","d":"存储目录->${整数}，标签->${整数}，存储任务目标项->${任务目标项}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务目标项数据。","t":"存储任务目标项(整数路径)"},{"n":"YDWESaveQuestItemByString","d":"存储目录->${字符串}，标签->${字符串}，存储任务目标项->${任务目标项}","c":"通过输入路径，系统会根据当前魔兽版本采用Returnbug+GC或HashTable存储任务目标项数据。","t":"存储任务目标项(字符串路径)"},{"n":"YDWEGetQuestItemByInteger","d":"从存储目录->${整数}，标签->${整数}上获取任务目标项","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。","t":"获取任务目标项(整数路径)"},{"n":"YDWEGetQuestItemByString","d":"从存储目录->${字符串}，标签->${字符串}上获取任务目标项","c":"通过输入的路径，系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。","t":"获取任务目标项(字符串路径)"},{"n":"GetSpellTargetX","d":"获取技能目标点的X坐标","c":"这是1.24的函数，但已加入函数库，在1.20也可以使用。","t":"技能施放点X坐标"},{"n":"GetSpellTargetY","d":"获取技能目标点的Y坐标","c":"这是1.24的函数，但已加入函数库，在1.20也可以使用。","t":"技能施放点Y坐标"},{"n":"YDWEGetUnitAbilityState","d":"${单位}的${技能}的${状态}","c":"","t":"技能属性[JAPI]"},{"n":"YDWEGetUnitAbilityDataInteger","d":"${单位}的${技能}第${等级}级的${数据}","c":"","t":"技能数据(整数)[JAPI]"},{"n":"YDWEGetUnitAbilityDataReal","d":"${单位}的${技能}第${等级}级的${数据}","c":"数据A~数据I也就是物体编辑器里按Ctrl+D后看到的DataA~DataI","t":"技能数据(实数)[JAPI]"},{"n":"YDWEGetUnitAbilityDataString","d":"${单位}的${技能}第${等级}级的${数据}","c":"","t":"技能数据(字符串)[JAPI]"},{"n":"YDWESetUnitAbilityState","d":"设置${单位}的${技能}的${状态}为${Value}","c":"","t":"设置技能属性[JAPI]"},{"n":"YDWESetUnitAbilityDataInteger","d":"设置${单位}的${技能}第${等级}级的${数据}为${Value}","c":"","t":"设置技能数据(整数)[JAPI]"},{"n":"YDWESetUnitAbilityDataReal","d":"设置${单位}的${技能}第${等级}级的${数据}为${Value}","c":"数据A~数据I也就是物体编辑器里按Ctrl+D后看到的DataA~DataI","t":"设置技能数据(实数)[JAPI]"},{"n":"YDWESetUnitAbilityDataString","d":"设置${单位}的${技能}第${等级}级的${数据}为${Value}","c":"","t":"设置技能数据(字符串)[JAPI]"},{"n":"YDWEUnitTransform","d":"${单位}${技能}为${目标单位}","c":"技能请填恶魔猎手的变身<AEme>或其复制品","t":"单位变身[JAPI]"},{"n":"YDWEGetItemDataString","d":"${物品}的${数据}","c":"","t":"物品数据(字符串)[JAPI]"},{"n":"YDWESetItemDataString","d":"设置${物品}的${数据}为${Value}","c":"","t":"设置物品数据(字符串)[JAPI]"},{"n":"YDWEIsEventPhysicalDamage","d":"单位所受伤害是物理伤害","c":"响应'受到伤害'单位事件,不能用在等待之后","t":"是物理伤害[JAPI]"},{"n":"YDWEIsEventAttackDamage","d":"单位所受伤害是攻击伤害","c":"响应'受到伤害'单位事件,不能用在等待之后","t":"是攻击伤害[JAPI]"},{"n":"YDWEIsEventRangedDamage","d":"单位所受伤害是远程伤害","c":"响应'受到伤害'单位事件,不能用在等待之后","t":"是远程伤害[JAPI]"},{"n":"YDWEIsEventDamageType","d":"单位所受伤害的伤害类型是${伤害类型}","c":"响应'受到伤害'单位事件,不能用在等待之后","t":"伤害类型[JAPI]"},{"n":"YDWEIsEventWeaponType","d":"单位所受伤害的武器类型是${武器类型}","c":"响应'受到伤害'单位事件,不能用在等待之后","t":"武器类型[JAPI]"},{"n":"YDWEIsEventAttackType","d":"单位所受伤害的攻击类型是${攻击类型}","c":"响应'受到伤害'单位事件,不能用在等待之后","t":"攻击类型[JAPI]"},{"n":"YDWESetEventDamage","d":"设置单位所受伤害为${伤害值}","c":"修改伤害事件里的伤害值，不能在等待之后使用。","t":"设置伤害值[JAPI]"},{"n":"YDWESetEffectLoc","d":"移动${特效}到${点}","c":"","t":"移动到点[JAPI][New!]"},{"n":"EXGetEffectX","d":"${特效}的X轴坐标","c":"","t":"X轴坐标[JAPI][New!]"},{"n":"EXGetEffectY","d":"${特效}的Y轴坐标","c":"","t":"Y轴坐标[JAPI][New!]"},{"n":"EXGetEffectZ","d":"${特效}的高度","c":"","t":"高度[JAPI][New!]"},{"n":"EXSetEffectXY","d":"移动${特效}到（${X},${Y}）","c":"","t":"移动到坐标[JAPI][New!]"},{"n":"EXSetEffectZ","d":"设置${特效}的高度为${高度}","c":"","t":"设置高度[JAPI][New!]"},{"n":"EXGetEffectSize","d":"${特效}的大小","c":"","t":"大小[JAPI][New!]"},{"n":"EXSetEffectSize","d":"设置${特效}的大小为${大小}","c":"","t":"设置大小[JAPI][New!]"},{"n":"EXEffectMatRotateX","d":"${特效}绕X轴旋转${度}度","c":"多次调用，效果会叠加，不想叠加需要先重置为初始状态。","t":"绕X轴旋转[JAPI][New!]"},{"n":"EXEffectMatRotateY","d":"${特效}绕Y轴旋转${度}度","c":"多次调用，效果会叠加，不想叠加需要先重置为初始状态。","t":"绕Y轴旋转[JAPI][New!]"},{"n":"EXEffectMatRotateZ","d":"${特效}绕Z轴旋转${度}度","c":"多次调用，效果会叠加，不想叠加需要先重置为初始状态。","t":"绕Z轴旋转[JAPI][New!]"},{"n":"EXEffectMatScale","d":"设置${特效}的X轴缩放[${缩放}]，Y轴缩放[${缩放}]，Z轴缩放[${缩放}]。","c":"多次调用，效果会叠加，不想叠加需要先重置为初始状态。设置为2,2,2时相当于大小变为2倍。设置为负数时，就是镜像翻转。","t":"缩放[JAPI][New!]"},{"n":"EXEffectMatReset","d":"重置${特效}","c":"清空所有的旋转和缩放，重置为初始状态。","t":"重置变换[JAPI][New!]"},{"n":"EXSetEffectSpeed","d":"设置${特效}的动画速度为${动画速度}","c":"","t":"设置动画速度[JAPI][New!]"},{"n":"YDWEDisplayChat","d":"模拟${Player}在${频道}发言:${文字}","c":"","t":"模拟玩家聊天[JAPI]"},{"n":"YDWEUnitAddStun","d":"${单位}添加晕眩","c":"","t":"单位添加晕眩[JAPI]"},{"n":"YDWEUnitRemoveStun","d":"${单位}移除晕眩","c":"别用来移风暴之锤之类的晕眩。因为它只会移除晕眩并不会移除晕眩的buff。","t":"单位移除晕眩[JAPI]"},{"n":"EXSetUnitFacing","d":"设置${单位}的面向角度为${Angle}度","c":"立即转身","t":"设置单位面向角度[JAPI][New!]"},{"n":"EXSetUnitCollisionType","d":"${启用/禁用}${单位}对${碰撞}的碰撞","c":"","t":"设置单位的碰撞类型[JAPI][New!]"},{"n":"EXSetUnitMoveType","d":"设置${单位}的移动类型为${Value}","c":"","t":"设置单位的移动类型[JAPI][New!]"},{"n":"YDWE_PreloadSL_SetFile","d":"为${玩家}在『${目录名}』下，将〖${存档名}〗的索引设置为→[${整数}]","c":"高级功能，当目录下有多个玩家存档时，为存档添加整数索引，建立起存档文件名字与索引的对应关系。","t":"设置存档索引(存档名单)"},{"n":"YDWE_PreloadSL_GetFile","d":"为${玩家}在『${目录名}』下，获取索引为[${整数}]的存档名","c":"高级功能，获取指定目录下某个玩家存档文件的名字，填写正确的索引，即可获得对应存档名。","t":"获取存档名(存档名单)[YDWE]"},{"n":"YDWE_PreloadSL_Load","d":"为${玩家}从『${目录名}』〖${存档名}〗上读取存档，该存档含有[${整数}]个数据项","c":"获取指定目录下某个玩家存档，必须填写正确的文件名和数据项数目。","t":"读取玩家存档"},{"n":"YDWE_PreloadSL_Save","d":"为${玩家}在『${目录名}』〖${存档名}〗下保存存档，该存档含有[${整数}]个数据项","c":"保存一个玩家存档在指定路径下，注意存档的数据项数目不要填错。","t":"保存玩家存档"},{"n":"YDWE_PreloadSL_Set","d":"为${玩家}添加※${数据注释}，在当前存档[${数据项索引}]上，添加┠${数据}┨","c":"把数据写入到玩家存档，需要填入正确的数据项索引，注释则可以随意填写。","t":"添加存档数据"},{"n":"YDWE_PreloadSL_Get","d":"从${玩家}获取※${数据注释}，从当前存档[${数据项索引}]上获取","c":"从玩家本地存档上获取数据，需要填入正确的数据项索引，标签即该项数据的注释。","t":"获取存档数据"},{"n":"YDWE_PreloadSL_Load","d":"为${玩家}从『${目录名}』〖${存档名}〗上读取存档，该存档含有[${整数}]个数据项","c":"获取指定目录下某个玩家存档，必须填写正确的文件名和数据项数目。","t":"读取玩家存档"},{"n":"YDWE_PreloadSL_Save","d":"为${玩家}在『${目录名}』〖${存档名}〗下保存存档，该存档含有[${整数}]个数据项","c":"保存一个玩家存档在指定路径下，注意存档的数据项数目不要填错。","t":"保存玩家存档"},{"n":"YDWE_PreloadSL_Set","d":"为${玩家}添加※${数据注释}，在当前存档[${数据项索引}]上，添加┠${数据}┨","c":"把数据写入到玩家存档，需要填入正确的数据项索引，注释则可以随意填写。","t":"添加存档数据"},{"n":"YDWE_PreloadSL_Get","d":"从${玩家}获取※${数据注释}，从当前存档[${数据项索引}]上获取","c":"从玩家本地存档上获取数据，需要填入正确的数据项索引，标签即该项数据的注释。","t":"获取存档数据"},{"n":"YDWE_PreloadSL_SetFile","d":"为${玩家}在『${目录名}』下，将〖${存档名}〗的索引设置为→[${整数}]","c":"高级功能，当目录下有多个玩家存档时，为存档添加整数索引，建立起存档文件名字与索引的对应关系。","t":"设置存档索引(存档名单)"},{"n":"YDWE_PreloadSL_GetFile","d":"为${玩家}在『${目录名}』下，获取索引为[${整数}]的存档名","c":"高级功能，获取指定目录下某个玩家存档文件的名字，填写正确的索引，即可获得对应存档名。","t":"获取存档名(存档名单)[YDWE]"},{"n":"BJDebugMsg","d":"显示Debug信息:${文字}","c":"对玩家发送持续60秒的信息.一般用于地图调试.","t":"显示Debug消息[C]"},{"n":"RMinBJ","d":"取(${实数1},${实数2})中较小值","c":"","t":"取较小值"},{"n":"RMaxBJ","d":"取(${实数1},${实数2})中较大值","c":"","t":"取较大值"},{"n":"RAbsBJ","d":"${实数}的绝对值","c":"","t":"绝对值"},{"n":"RSignBJ","d":"${实数}的符号标志","c":"负数为-1.非负数为1.","t":"符号标志"},{"n":"IMinBJ","d":"取(${整数1},${整数2})中较小值","c":"","t":"取较小值"},{"n":"IMaxBJ","d":"取(${整数1},${整数2})中较大值","c":"","t":"取较大值"},{"n":"IAbsBJ","d":"${整数}的绝对值","c":"","t":"绝对值"},{"n":"ISignBJ","d":"${整数}的符号标志","c":"负数为-1.非负数为1.","t":"符号标志"},{"n":"SinBJ","d":"Sin(${Angle})","c":"采用角度制计算.","t":"正弦(角度)"},{"n":"CosBJ","d":"Cos(${Angle})","c":"采用角度制计算.","t":"余弦(角度)"},{"n":"TanBJ","d":"Tan(${Angle})","c":"采用角度制计算.","t":"正切(角度)"},{"n":"AsinBJ","d":"Asin(${数值})","c":"采用角度制计算.返回角度取值-90—90.","t":"反正弦(角度)"},{"n":"AcosBJ","d":"Acos(${数值})","c":"采用角度制计算.返回角度取值0—180.","t":"反余弦(角度)"},{"n":"AtanBJ","d":"Atan(${数值})","c":"采用角度制计算.返回角度取值-90—90.","t":"反正切(角度)"},{"n":"Atan2BJ","d":"Atan(${Y}:${X})","c":"采用角度制计算.返回角度取值-90—90.","t":"反正切(角度)(Y:X)"},{"n":"AngleBetweenPoints","d":"${点}到${点}的角度","c":"取值-180-180.","t":"两点间方向"},{"n":"DistanceBetweenPoints","d":"${点}和${点}之间的距离","c":"","t":"两点间距"},{"n":"PolarProjectionBJ","d":"从${指定点}开始,距离${Distance},方向为${Angle}度的位移处","c":"会创建点.","t":"极坐标位移点"},{"n":"GetRandomDirectionDeg","d":"随机角度","c":"0-360的随机角度.","t":"随机角度"},{"n":"GetRandomPercentageBJ","d":"随机百分数","c":"0-100的随机实数.","t":"随机百分数"},{"n":"GetRandomLocInRect","d":"${矩形区域}内的随机点","c":"会创建点.","t":"矩形区域内随机点"},{"n":"ModuloInteger","d":"${被除数}mod${除数}","c":"取模计算,例:13mod5=3.","t":"模"},{"n":"ModuloReal","d":"${被除数}mod${除数}","c":"取模计算,例:9.0mod2.5=1.5.","t":"模"},{"n":"OffsetLocation","d":"${指定点}坐标位移(${X},${Y})处","c":"会创建点.","t":"坐标位移点"},{"n":"OffsetRectBJ","d":"与${矩形区域}位移(${X},${Y})坐标之后等价的矩形区域","c":"会创建矩形区域.","t":"位移创建矩形区域"},{"n":"RectFromCenterSizeBJ","d":"以${指定点}为中心,宽${数值},高${数值}的矩形区域","c":"会创建矩形区域.","t":"新建矩形区域(指定中心点)"},{"n":"RectContainsLoc","d":"${矩形区域}内包含${点}","c":"","t":"包含点"},{"n":"RectContainsUnit","d":"${矩形区域}内存在${单位}","c":"","t":"在矩形区域内"},{"n":"RectContainsItem","d":"${物品}在${矩形区域}","c":"单位持有的物品不会被计算在内.","t":"物品在矩形区域"},{"n":"ConditionalTriggerExecute","d":"运行${触发}(检查条件)","c":"如果其触发条件成立则运行触发动作.","t":"运行触发(检查条件)"},{"n":"QueuedTriggerAddBJ","d":"添加${触发}到触发队列(${Checking/Ignoring}条件)","c":"个人认为触发队列属于没用的功能.","t":"添加到触发队列"},{"n":"QueuedTriggerRemoveBJ","d":"将${触发}移出触发队列","c":"如果触发正在运行,从队列移出该单位将允许后面的触发运行,但不影响本身的动作.","t":"移出触发队列"},{"n":"QueuedTriggerClearBJ","d":"清空触发队列中所有触发","c":"","t":"清空触发队列"},{"n":"QueuedTriggerClearInactiveBJ","d":"清空触发队列中所有未运行触发","c":"只有正在运行的触发不会被移出队列.","t":"清空未运行触发"},{"n":"QueuedTriggerCountBJ","d":"触发队列中的触发数量","c":"可使用'触发器-添加到队列'和'触发器-移出队列'动作来操作触发队列.","t":"队列中触发数量"},{"n":"IsTriggerQueueEmptyBJ","d":"触发队列为空","c":"可使用'触发器-添加到队列'和'触发器-移出队列'动作来操作触发队列.","t":"触发队列为空"},{"n":"IsTriggerQueuedBJ","d":"${触发}在队列中","c":"可使用'触发器-添加到队列'和'触发器-移出队列'动作来操作触发队列.","t":"触发在队列中"},{"n":"GetForLoopIndexA","d":"循环整数A","c":"","t":"循环整数A"},{"n":"SetForLoopIndexA","d":"设置循环整数A的值为${数值}","c":"","t":"设置循环整数A[R]"},{"n":"GetForLoopIndexB","d":"循环整数B","c":"","t":"循环整数B"},{"n":"SetForLoopIndexB","d":"设置循环整数B的值为${数值}","c":"","t":"设置循环整数B[R]"},{"n":"PolledWait","d":"等待${Time}秒(游戏时间)","c":"该延迟功能受游戏时间的影响.通过调整游戏速度来调节该功能的具体延迟时间的长短.","t":"等待(游戏时间)"},{"n":"DoNothing","d":"不做任何动作","c":"","t":"不做任何动作"},{"n":"CommentString","d":"--------${注释文本}--------","c":"","t":"文本注释"},{"n":"GetBooleanAnd","d":"${条件1}且${条件2}","c":"条件1和条件2均成立.","t":"And"},{"n":"GetBooleanOr","d":"${条件1}or${条件2}","c":"条件1和条件2任意成立.","t":"Or"},{"n":"GetTimeOfDay","d":"游戏时间","c":"游戏中的昼夜时间.","t":"游戏时间"},{"n":"SetTimeOfDay","d":"设置游戏时间为${Time}","c":"游戏时间采用24小时制.","t":"设置游戏时间"},{"n":"SetTimeOfDayScalePercentBJ","d":"设置昼夜时间流逝速度为默认值的${Percent}%","c":"设置100%来恢复正常值.该值并不影响游戏速度.","t":"设置昼夜时间流逝速度"},{"n":"GetTimeOfDayScalePercentBJ","d":"昼夜时间流逝速度","c":"百分比数值,100为默认值.","t":"昼夜时间流逝速度"},{"n":"GetCurrentCameraSetup","d":"玩家当前镜头","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.会创建镜头对象,但每个玩家只会有一个当前镜头.","t":"玩家当前镜头"},{"n":"CameraSetupApplyForPlayer","d":"${应用方式}${镜头}作用于${Player},持续${Time}秒","c":"","t":"应用镜头(指定玩家)(限时)"},{"n":"CameraSetupGetFieldSwap","d":"${CameraField}对${镜头}","c":"","t":"镜头属性(指定镜头)"},{"n":"SetCameraFieldForPlayer","d":"设置${Player}的镜头属性${Field}为${Value},持续${Time}秒","c":"","t":"设置镜头属性(指定玩家)(限时)"},{"n":"SetCameraTargetControllerNoZForPlayer","d":"锁定${Player}的镜头到${单位},偏移坐标(${X},${Y}),使用${RotationSource}","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(指定玩家)"},{"n":"RotateCameraAroundLocBJ","d":"旋转角度为${Angle}度,以${点}为中心,应用于${Player},持续${Time}秒","c":"","t":"指定点旋转镜头(指定玩家)(角度)(限时)"},{"n":"PanCameraToTimedLocForPlayer","d":"平移${Player}的镜头到${点},持续${Time}秒","c":"","t":"平移镜头(指定玩家)(限时)"},{"n":"PanCameraToTimedLocWithZForPlayer","d":"平移${Player}的镜头到${Point}距离地面高度为${Z},持续${Time}秒","c":"在指定移动路径上镜头不会低于地面高度.","t":"指定高度平移镜头(指定玩家)(限时)"},{"n":"SmartCameraPanBJ","d":"在必要时平移${Player}的镜头到${指定点},持续${Time}秒","c":"如果距离过远则直接跳转镜头,如果过近则不做动作.","t":"在必要时平移镜头(指定玩家)(限时)"},{"n":"SetCinematicCameraForPlayer","d":"对${Player}播放电影镜头:${CameraFile}","c":"在'Objects\\\\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询.","t":"播放电影镜头(指定玩家)"},{"n":"ResetToGameCameraForPlayer","d":"重置${Player}的镜头为游戏默认状态,持续${Time}秒","c":"","t":"重置游戏镜头(指定玩家)"},{"n":"CameraSetSourceNoiseForPlayer","d":"摇晃${Player}的镜头源,摇晃幅度:${Magnitude}速率:${Velocity}","c":"使用'镜头-重置镜头'或'镜头-停止摇晃镜头'来停止摇晃.","t":"摇晃镜头源(指定玩家)"},{"n":"CameraSetTargetNoiseForPlayer","d":"摇晃${Player}的镜头目标,摇晃幅度:${Magnitude}速率:${Velocity}","c":"使用'镜头-重置镜头'或'镜头-停止摇晃镜头'来停止摇晃.","t":"摇晃镜头目标(指定玩家)"},{"n":"CameraSetEQNoiseForPlayer","d":"震动${Player}的镜头,震动幅度:${Magnitude}","c":"使用'镜头-重置镜头'或'镜头-停止震动镜头'来停止震动.","t":"震动镜头(指定玩家)"},{"n":"CameraClearNoiseForPlayer","d":"停止${Player}镜头的摇晃和震动","c":"可以用本地玩家实现对所有玩家停止摇晃/震动镜头.","t":"停止摇晃/震动镜头(指定玩家)"},{"n":"GetCurrentCameraBoundsMapRectBJ","d":"当前可用镜头范围","c":"会创建矩形区域.注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前可用镜头范围"},{"n":"GetCameraBoundsMapRect","d":"初始可用镜头范围","c":"在地图编辑器的地图属性中设置.","t":"初始可用镜头范围"},{"n":"GetPlayableMapRect","d":"可用地图区域","c":"在地图编辑器的地图属性中设置.","t":"可用地图区域"},{"n":"SetCameraBoundsToRectForPlayerBJ","d":"设置${Player}的可用镜头区域为${地区}","c":"该动作同样会影响小地图的显示.但小地图的图片是无法改变的.实际可用区域要大于可用镜头区域.","t":"设置可用镜头区域(指定玩家)"},{"n":"AdjustCameraBoundsForPlayerBJ","d":"${Extend/Shrink}${Player}的可用镜头区域,西:${West},东${East},北:${North},南:${South}","c":"该动作同样会影响小地图的显示.但小地图的图片是无法改变的.实际可用区域要大于可用镜头区域.","t":"扩张/收缩可用镜头区域(指定玩家)"},{"n":"SetCameraQuickPositionLocForPlayer","d":"设置${Player}的空格键转向点为${指定点}","c":"按下空格键时镜头转向的位置.","t":"设置空格键转向点(指定玩家)"},{"n":"StopCameraForPlayerBJ","d":"让${Player}停止播放镜头","c":"比如在平移镜头的过程中可用该动作来中断平移.","t":"停止播放镜头(指定玩家)"},{"n":"SetCameraOrientControllerForPlayerBJ","d":"锁定${Player}的镜头到${单位},偏移坐标(${X},${Y})","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(固定镜头源)(指定玩家)"},{"n":"CameraResetSmoothingFactorBJ","d":"重置镜头平滑参数为游戏默认值","c":"其实就是设置镜头平滑参数为0.","t":"重置镜头平滑参数"},{"n":"DisplayTextToForce","d":"对${玩家组}发送文本信息:${文字}","c":"显示时间取决于文字长度.","t":"对玩家组显示文本消息(自动限时)"},{"n":"DisplayTimedTextToForce","d":"对${玩家组}发送显示${Time}秒的文本信息:${文字}","c":"","t":"对玩家组显示文本消息(指定时间)"},{"n":"ClearTextMessagesBJ","d":"清空${玩家组}屏幕上的文本信息","c":"","t":"清空文本信息(指定玩家组)"},{"n":"SubStringBJ","d":"截取${字符串}的${Start}-${End}字节部分","c":"例:截取''Gruntsstink''的2-4字节部分=''run''.","t":"截取字符串"},{"n":"GetHandleIdBJ","d":"转换${Handle}为整数","c":"创建一个对应该handle的临时密钥,可以在哈希表中作为索引号使用.当该handle被彻底销毁时,密钥会被回收.","t":"<1.24>获取对象的h2i值"},{"n":"StringHashBJ","d":"转换${String}为整数","c":"创建一个对应该字符串的永久密钥,可以在哈希表中作为索引号使用","t":"<1.24>获取字符串的哈希值"},{"n":"TriggerRegisterTimerEventPeriodic","d":"每当游戏逝去${Time}秒","c":"从事件开始的那一刻开始计时,直到计时完毕后双重新开始计时.","t":"游戏计时(循环)"},{"n":"TriggerRegisterTimerEventSingle","d":"当游戏逝去${Time}秒","c":"从事件开始的那一刻开始计时.","t":"游戏计时(单次)"},{"n":"TriggerRegisterPlayerUnitEventSimple","d":"${Player}的单位${Event}","c":"","t":"玩家单位事件"},{"n":"TriggerRegisterAnyUnitEventBJ","d":"任意单位${Event}","c":"","t":"任意单位事件"},{"n":"TriggerRegisterPlayerSelectionEventBJ","d":"${玩家}${Selects/Deselects}一个单位","c":"通过'事件回应-触发单位'操作被玩家选择的单位.","t":"选择单位事件"},{"n":"TriggerRegisterPlayerKeyEventBJ","d":"${玩家}${Presses/Releases}${Key}","c":"目前游戏只支持'Up/Down/Left/Right'四个方向键.","t":"键盘事件"},{"n":"TriggerRegisterPlayerEventVictory","d":"${玩家}胜利后离开游戏","c":"","t":"游戏胜利"},{"n":"TriggerRegisterPlayerEventDefeat","d":"${玩家}失败后离开游戏","c":"","t":"游戏失败"},{"n":"TriggerRegisterPlayerEventLeave","d":"${玩家}离开游戏","c":"这个事件通过玩家离开游戏来开启.","t":"离开游戏"},{"n":"TriggerRegisterPlayerEventAllianceChanged","d":"${玩家}改变联盟状态设定","c":"","t":"联盟状态事件(任意状态)"},{"n":"TriggerRegisterPlayerEventEndCinematic","d":"${玩家}按下Esc键(跳过电影)","c":"该事件在玩家按下'Escape'键时触发(可能是玩家要跳过当前所播放的电影).","t":"按下Esc键"},{"n":"TriggerRegisterGameStateEventTimeOfDay","d":"当游戏时间${Operation}${时间}","c":"游戏时间采用24小时制.早上从6:00开始,下午从18:00开始.","t":"游戏时间事件"},{"n":"TriggerRegisterEnterRegionSimple","d":"任意单位进入${区域}","c":"使用'事件响应-进入的单位'来响应进入该区域的单位.该事件需要在其他触发为其添加.","t":"单位进入不规则区域[R]"},{"n":"TriggerRegisterLeaveRegionSimple","d":"任意单位离开${区域}","c":"使用'事件响应-离开的单位'来响应离开该区域的单位.该事件需要在其他触发为其添加.","t":"单位离开不规则区域[R]"},{"n":"TriggerRegisterEnterRectSimple","d":"任意单位进入${矩形区域}","c":"使用'事件响应-进入的单位'来响应进入该区域的单位.事实上是创建不规则区域，并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响.","t":"单位进入矩形区域"},{"n":"TriggerRegisterLeaveRectSimple","d":"任意单位离开${矩形区域}","c":"使用'事件响应-离开的单位'来响应离开该区域的单位.事实上是创建不规则区域，并注册单位离开不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响.","t":"单位离开矩形区域"},{"n":"TriggerRegisterUnitInRangeSimple","d":"任意单位进入${范围}以${Unit}为中心的范围内","c":"通过'事件响应-触发单位'来获取进入范围的单位.","t":"进入指定单位的范围"},{"n":"TriggerRegisterUnitLifeEvent","d":"${指定单位}的生命值变为${Operation}${Value}","c":"从不成立变为成立时触发该事件.注意:该参照值在注册事件时即被确定为常量,是不会变动的.","t":"生命值变化"},{"n":"TriggerRegisterUnitManaEvent","d":"${指定单位}的魔法值变为${Operation}${Value}","c":"从不成立变为成立时触发该事件.注意:该参照值在注册事件时即被确定为常量,是不会变动的.","t":"魔法值变化"},{"n":"TriggerRegisterShowSkillEventBJ","d":"英雄技能按钮被点击","c":"","t":"英雄技能按钮被点击"},{"n":"TriggerRegisterBuildSubmenuEventBJ","d":"建造建筑按钮被点击","c":"","t":"建造建筑按钮被点击"},{"n":"TriggerRegisterGameLoadedEventBJ","d":"读取游戏存档","c":"当游戏读取完毕时,该事件生效.","t":"游戏读档"},{"n":"TriggerRegisterGameSavedEventBJ","d":"保存游戏存档","c":"在切入保存游戏界面前,该事件生效.","t":"游戏存档"},{"n":"TriggerRegisterDestDeathInRegionEvent","d":"可破坏物在${矩形区域}内死亡","c":"默认该事件只能监视最多64个可破坏物.可以使用'设置bj_destInRegionDiesCount'来设置该值.不建议新手使用该触发.","t":"可破坏物在区域内死亡(矩形区域)"},{"n":"AddWeatherEffectSaveLast","d":"给${Rect}添加天气效果:${WeatherId}","c":"用'最后添加的天气效果'来获得所添加的天气效果.","t":"添加天气效果"},{"n":"GetLastCreatedWeatherEffect","d":"最后创建的天气效果","c":"最后一个使用'环境-创建天气效果'动作创建的天气效果.","t":"最后创建的天气效果"},{"n":"TerrainDeformationCraterBJ","d":"创建一个持续${Duration}秒的${Type}弹坑变形在${指定点},半径:${Radius}深度:${Depth}","c":"使用'最后创建的地形变化'来获取该变化.深度可取负数.永久地形变化在保存游戏时不会被记录.","t":"创建地形变化:弹坑"},{"n":"TerrainDeformationRippleBJ","d":"创建一个持续${Duration}秒的${Type}波纹变形在${指定点},开始半径:${Radius},结束半径:${Radius},深度:${Depth}周期:${Time}秒,波间距:${Distance}","c":"使用'最后创建的地形变化'来获取该变化.","t":"创建地形变化:波纹"},{"n":"TerrainDeformationWaveBJ","d":"创建一个持续${Duration}秒的冲击波变形从${Source}到${Target},半径:${Radius},深度:${Depth},效果存在时间:${Delay}秒","c":"使用'最后创建的地形变化'来获取该变化.深度可取负数.","t":"创建地形变化:冲击波"},{"n":"TerrainDeformationRandomBJ","d":"创建一个持续${Duration}秒的随机变形变形在${指定点},半径:${Radius}最小深度:${Minimum}最大深度:${Maximum},变形间隔:${UpdateInterval}秒","c":"使用'最后创建的地形变化'来获取该变化.","t":"创建地形变化:随机"},{"n":"TerrainDeformationStopBJ","d":"停止${TerrainDeformation},衰退时间:${Duration}秒","c":"地形变化会平滑地过渡到无.","t":"停止地形变化"},{"n":"GetLastCreatedTerrainDeformation","d":"最后创建的地形变化","c":"最后一个由'环境-创建地形变化'动作创建的地形变化.","t":"最后创建的地形变化"},{"n":"AddLightningLoc","d":"创建一道${Type}闪电效果,从${点}到${点}","c":"","t":"创建闪电效果"},{"n":"MoveLightningLoc","d":"移动${Lightning},使其连接${点}到${点}","c":"","t":"移动闪电效果(指定点)"},{"n":"GetLastCreatedLightningBJ","d":"最后创建的闪电效果","c":"最后一个使用'闪电效果-创建'动作创建的闪电效果.","t":"最后创建的闪电效果"},{"n":"GetTerrainCliffLevelBJ","d":"${指定点}处的地形悬崖高度","c":"悬崖高度:深水区为0,浅水区为1,平原为2,之后每层+1.","t":"地形悬崖高度(指定点)"},{"n":"GetTerrainTypeBJ","d":"${指定点}处的地形","c":"","t":"指定点地形"},{"n":"GetTerrainVarianceBJ","d":"${指定点}处的地形样式","c":"","t":"地形样式(指定点)"},{"n":"SetTerrainTypeBJ","d":"改变${指定点}处的地形为${TerrainType},使用样式:${Variation}范围:${Area}形状:${Shape}","c":"地形样式-1表示随机样式.范围即地形编辑器中的刷子大小.1表示128x128范围","t":"改变地形类型(指定点)"},{"n":"IsTerrainPathableBJ","d":"${指定点}处的${PathingType}通行状态为关闭","c":"指定类型单位不能通行即通行状态为关闭.如该点不能造建筑就是'建造'通行状态为关闭.可使用'环境-设置地形通行状态'来改变通行状态.","t":"地形通行状态关闭(指定点)"},{"n":"SetTerrainPathableBJ","d":"设置${指定点}处单元点的${Pathing}地形通行状态为:${On/Off}","c":"例:设置'建造'通行状态为开,则该点可以建造建筑.一个单元点范围为32x32.","t":"设置地形通行状态(指定点)"},{"n":"SetWaterBaseColorBJ","d":"设置水颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).100%透明的水是不可见的.","t":"设置水颜色"},{"n":"CreateFogModifierRectBJ","d":"创建一个状态为${Enabled/Disabled}的可见度修正器给${Player},设置${VisibilityState}在${Region}","c":"会创建可见度修正器.","t":"创建可见度修正器(矩形区域)"},{"n":"CreateFogModifierRadiusLocBJ","d":"创建一个状态为${Enabled/Disabled}的可见度修正器给${Player},设置${VisibilityState}在圆心为${指定点}半径为${Radius}的圆范围","c":"会创建可见度修正器.","t":"创建可见度修正器(圆范围)"},{"n":"GetLastCreatedFogModifier","d":"最后创建的可见度修正器","c":"最后一个由'可见度-创建可见度修正器'动作创建的可见度修正器.","t":"最后创建的可见度修正器"},{"n":"FogEnableOn","d":"启用战争迷雾","c":"","t":"启用战争迷雾"},{"n":"FogEnableOff","d":"禁用战争迷雾","c":"","t":"禁用战争迷雾"},{"n":"FogMaskEnableOn","d":"启用黑色阴影","c":"","t":"启用黑色阴影"},{"n":"FogMaskEnableOff","d":"禁用黑色阴影","c":"","t":"禁用黑色阴影"},{"n":"UseTimeOfDayBJ","d":"${On/Off}昼夜交替","c":"","t":"开启/关闭昼夜交替"},{"n":"SetTerrainFogExBJ","d":"迷雾风格:${Style},Z轴开始端:${Z-Start},Z轴结束端:${Z-End},密度:${Density}颜色:(${Red}%,${Green}%,${Blue}%)","c":"颜色格式为(红,绿,蓝).","t":"设置迷雾"},{"n":"SetDoodadAnimationBJ","d":"播放${AnimationName}动作对所有${装饰物类型}在半径为${Radius}圆心为${指定点}的圆范围内","c":"特殊动画名:'show','hide','soundon','soundoff'","t":"播放圆范围内地形装饰物动画"},{"n":"SetDoodadAnimationRectBJ","d":"播放${AnimationName}动作对所有${装饰物类型}在${Rect}内","c":"特殊动画名:'show','hide','soundon','soundoff'","t":"播放矩形区域内地形装饰物动画"},{"n":"AddUnitAnimationPropertiesBJ","d":"${Add/Remove}${Tag}动画附加名给${单位}","c":"比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态.","t":"添加/删除单位动画附加名"},{"n":"CreateImageBJ","d":"使用图像:${Image}大小:${Size}创建点:${指定点}Z轴偏移:${Z}图像类型:${Type}","c":"使用'图像-设置永久渲染状态'才能显示图像.创建点作为图像的左下角位置.该功能存在Bug,会在图像上和右面多出256象素.所以需要支持Alpha通道的图像且上和右面最后一行像素为透明才能完美显示.","t":"创建"},{"n":"ShowImageBJ","d":"${Show/Hide}${Image}","c":"","t":"显示/隐藏图像"},{"n":"SetImagePositionBJ","d":"改变${Image}的位置为${Position},Z轴偏移为${Z}","c":"指图像的左下角位置.","t":"改变图像位置(指定点)"},{"n":"SetImageColorBJ","d":"设置${Image}的颜色值为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变图像颜色"},{"n":"GetLastCreatedImage","d":"最后创建的图像","c":"最后一个使用'图像-创建'动作创建的图像.","t":"最后创建的图像"},{"n":"CreateUbersplatBJ","d":"创建一个地面纹理变化在${指定点},使用图像:${Type}颜色值:(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%(${Enable/Disable}暂停状态,${Enble/Disable}跳过出生动画)","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.使用'地面纹理变化-设置永久渲染状态'来显示创建的纹理变化.暂停状态表示动画播放完毕后是否继续保留该纹理变化.","t":"创建地面纹理变化"},{"n":"ShowUbersplatBJ","d":"${Show/Hide}${Ubersplat}","c":"","t":"显示/隐藏地面纹理变化"},{"n":"GetLastCreatedUbersplat","d":"最后创建的地面纹理变化","c":"最后一个使用'地面纹理-创建'动作创建的纹理变化.","t":"最后创建的地面纹理变化"},{"n":"PlaySoundBJ","d":"播放${音效}","c":"音效不能在地图初始化时播放.注意3D音效必须指定地点播放.","t":"播放音效"},{"n":"StopSoundBJ","d":"停止播放${音效}${AfterFading/Immediately}","c":"","t":"停止音效"},{"n":"SetSoundVolumeBJ","d":"设置${音效}的音量为${Volume}%","c":"","t":"设置音效音量"},{"n":"SetSoundOffsetBJ","d":"设置播放时间点为${Offset}秒对${音效}","c":"音效必须是正在播放的.不能用于3D音效.","t":"设置音效播放时间点"},{"n":"SetSoundPositionLocBJ","d":"设置${3D音效}的播放位置为${指定点}Z轴高度为${Z}","c":"该动作仅用于3D音效.","t":"设置3D音效位置(指定点)"},{"n":"PlaySoundAtPointBJ","d":"播放${3D音效},音量:${Volume}%播放位置:${指定点}Z轴高度:${Z}","c":"音效不能在地图初始化时播放.该动作只能用于播放3D音效.","t":"播放3D音效(指定点)"},{"n":"PlaySoundOnUnitBJ","d":"播放${3D音效},音量:${Volume}%,跟随单位:${目标单位}","c":"音效不能在地图初始化时播放.该动作只能用于播放3D音效.","t":"播放3D音效(跟随单位)"},{"n":"PlaySoundFromOffsetBJ","d":"播放${音效},音量:${Volume}%,跳过开始${Offset}秒","c":"音效不能在地图初始化时播放.该动作不能用于3D音效.","t":"跳播音效"},{"n":"PlayMusicBJ","d":"播放${背景音乐}","c":"","t":"播放背景音乐"},{"n":"PlayMusicExBJ","d":"播放${背景音乐},跳过开始${Offset}秒,淡入时间:${FadeTime}秒","c":"","t":"跳播背景音乐"},{"n":"SetMusicOffsetBJ","d":"设置当前背景音乐的播放时间点为${Offset}秒","c":"","t":"设置背景音乐播放时间点"},{"n":"PlayThematicMusicExBJ","d":"播放${MusicTheme}主题音乐,跳过开始${Offset}秒","c":"播放主题音乐一次,然后恢复原来的音乐.","t":"跳播主题音乐"},{"n":"SetThematicMusicOffsetBJ","d":"设置当前主题音乐播放时间点为${Offset}秒","c":"","t":"设置主题音乐播放时间点"},{"n":"SetMusicVolumeBJ","d":"设置背景音乐音量为${Volume}%","c":"","t":"设置背景音乐音量"},{"n":"GetSoundDurationBJ","d":"${音效}的长度","c":"单位为秒.","t":"音效长度"},{"n":"GetSoundFileDurationBJ","d":"${音乐}的长度","c":"单位为秒.","t":"音乐长度"},{"n":"GetLastPlayedSound","d":"最后播放的音效","c":"最后一个由'声音-播放音效'或'电影-播放单位消息'动作播放的音效.","t":"最后播放的音效"},{"n":"GetLastPlayedMusic","d":"最后播放的音乐","c":"最后一个由'声音-播放音乐'动作播放的音乐.","t":"最后播放的音乐"},{"n":"VolumeGroupSetVolumeBJ","d":"设置${VolumeChannel}的音量为${Volume}%","c":"","t":"设置多通道音量"},{"n":"SetCineModeVolumeGroupsBJ","d":"设置多通道音量为电影模式","c":"","t":"设置电影多通道音量环境"},{"n":"SetSpeechVolumeGroupsBJ","d":"设置多通道音量为语音模式","c":"语音模式即电影的播送单位消息功能.","t":"设置语音多通道音量环境"},{"n":"SetMapMusicIndexedBJ","d":"设置背景音乐列表为:${Music},播放序号:${Index}","c":"可指定播放文件或播放目录.","t":"设置背景音乐列表(指定播放)"},{"n":"SetMapMusicRandomBJ","d":"设置背景音乐列表为:${Music},随机播放","c":"可指定播放文件或播放目录.","t":"设置背景音乐列表(随机播放)"},{"n":"SetStackedSoundBJ","d":"${Add/Remove}${3D音效}到${地区}","c":"该动作仅用于3D音效.","t":"添加/删除区域音效"},{"n":"EnableDawnDusk","d":"${Enable/Disable}昼夜交替音效","c":"","t":"允许/禁止昼夜交替音效"},{"n":"SetAmbientDaySound","d":"使用${Theme}白天环境音效","c":"","t":"使用白天环境音效"},{"n":"SetAmbientNightSound","d":"使用${Theme}夜晚环境音效","c":"","t":"使用夜晚环境音效"},{"n":"AddSpecialEffectLocBJ","d":"在${指定点}创建特效:${ModelFile}","c":"","t":"创建特效(指定点)"},{"n":"AddSpecialEffectTargetUnitBJ","d":"创建并绑定特效到${AttachmentPoint}对${单位},使用模型:${ModelFile}","c":"","t":"创建特效(绑定单位)"},{"n":"GetLastCreatedEffectBJ","d":"最后创建的特效","c":"最后一个使用'特殊效果-创建特效'动作创建的效果.","t":"最后创建的特效"},{"n":"GetItemLoc","d":"${物品}的位置","c":"会创建点.","t":"物品位置"},{"n":"GetItemLifeBJ","d":"${物品}的当前生命值","c":"","t":"生命值"},{"n":"AddHeroXPSwapped","d":"增加${Quantity}经验值给${Hero},${Show/Hide}升级动画","c":"经验值不能倒退.","t":"增加经验值"},{"n":"DecUnitAbilityLevelSwapped","d":"降低${技能}等级对${单位}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"降低技能等级"},{"n":"IncUnitAbilityLevelSwapped","d":"提升${技能}等级对${单位}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"提升技能等级"},{"n":"SetUnitAbilityLevelSwapped","d":"设置${技能}等级对${单位}为${Level}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"设置技能等级"},{"n":"GetUnitAbilityLevelSwapped","d":"${技能}的等级对${单位}","c":"如果单位没有该技能,则返回0.","t":"单位技能等级"},{"n":"UnitHasBuffBJ","d":"${单位}拥有${魔法效果}","c":"","t":"拥有魔法效果"},{"n":"UnitRemoveBuffBJ","d":"删除${魔法效果}从${单位}","c":"","t":"删除指定魔法效果"},{"n":"UnitAddItemSwapped","d":"把${物品}给${单位}","c":"","t":"给予物品"},{"n":"UnitAddItemByIdSwapped","d":"创建${物品类型}给${单位}","c":"","t":"创建物品给英雄"},{"n":"UnitRemoveItemSwapped","d":"丢弃${物品},从${单位}身上","c":"物品将被丢弃在英雄脚下.","t":"丢弃物品(指定物品)"},{"n":"UnitRemoveItemFromSlotSwapped","d":"丢弃物品栏中第${Index}格的物品,从${单位}身上","c":"如果物品存在则会被丢弃在英雄脚下.","t":"丢弃物品(指定物品栏)"},{"n":"CreateItemLoc","d":"创建${物品}在${指定点}","c":"","t":"创建"},{"n":"GetLastCreatedItem","d":"最后创建的物品","c":"最后一个使用'物品-创建'或'英雄-创建物品给英雄'动作创建的物品.","t":"最后创建的物品"},{"n":"GetLastRemovedItem","d":"最后丢弃的物品","c":"最后一个使用'英雄-丢弃物品'动作丢弃的物品.","t":"最后丢弃的物品"},{"n":"SetItemPositionLoc","d":"移动${物品}到${指定点}","c":"","t":"移动物品到指定点(立即)(指定点)"},{"n":"SuspendHeroXPBJ","d":"${Enable/Disable}${Hero}的经验获取","c":"","t":"允许/禁止经验获取"},{"n":"SetPlayerHandicapXPBJ","d":"设置${Player}的经验获得率为${Percent}%","c":"","t":"设置经验获得率"},{"n":"GetPlayerHandicapXPBJ","d":"${Player}的经验增长率","c":"百分比数值,默认值为100.","t":"经验增长率"},{"n":"SetPlayerHandicapBJ","d":"设置${Player}的生命障碍为正常的${Percent}%","c":"生命上限影响玩家拥有单位的生命最大值.生命之书并不受生命上限限制,所以对英雄血量可能会有偏差.","t":"设置生命上限"},{"n":"GetPlayerHandicapBJ","d":"${Player}的生命障碍","c":"百分比数值,默认值为100.","t":"生命障碍"},{"n":"GetHeroStatBJ","d":"${Attribute}对${英雄}(${Include/Exclude}加成)","c":"","t":"英雄属性"},{"n":"ModifyHeroStat","d":"修改${Attribute}对${英雄}:${Modify}${Value}点","c":"","t":"修改英雄属性"},{"n":"ModifyHeroSkillPoints","d":"修改${英雄}的剩余技能点:${Modify}${Value}点","c":"","t":"修改剩余技能点"},{"n":"UnitDropItemPointLoc","d":"命令${单位}丢弃物品${物品}到${指定点}","c":"","t":"发布丢弃物品命令(指定点)"},{"n":"UnitDropItemSlotBJ","d":"命令${单位}移动${物品}到物品栏第${Index}格","c":"只有当单位持有该物品时才有效.","t":"移动物品到物品栏"},{"n":"UnitUseItemPointLoc","d":"命令${单位}使用${物品},目标点:${指定点}","c":"","t":"使用物品(指定点)"},{"n":"UnitItemInSlotBJ","d":"${单位}物品栏第${Index}格的物品","c":"第一个单位格的位置为1.","t":"单位持有物品"},{"n":"GetInventoryIndexOfItemTypeBJ","d":"${单位}所持有的${物品类型}的物品栏序号","c":"如果单位没有该类型的物品则返回0","t":"物品在物品栏的序号[C]"},{"n":"GetItemOfTypeFromUnitBJ","d":"${单位}所持有的${物品类型}","c":"注意：有多个相同物品时，只能获取第一个物品。","t":"单位持有物品(指定类型)"},{"n":"UnitHasItemOfTypeBJ","d":"${Hero}拥有${物品类型}","c":"","t":"持有物品(指定类型)"},{"n":"UnitInventoryCount","d":"${单位}所持有的物品数量","c":"","t":"持有物品数量"},{"n":"SetItemVisibleBJ","d":"${Show/Hide}${物品}","c":"只对在地面的物品有效,不会影响在物品栏中的物品.单位通过触发得到一个隐藏物品时,会自动显示该物品.","t":"显示/隐藏"},{"n":"IsItemHiddenBJ","d":"${物品}是隐藏的","c":"单位持有的物品也被认为是隐藏的.建议使用物品可见=False来作判断.","t":"物品隐藏"},{"n":"ChooseRandomItemExBJ","d":"等级${Level}的随机${Class}物品类型","c":"该功能为新版函数,使用新版等级作为参照对象.-1表示任何等级.","t":"随机物品类型(指定分类)"},{"n":"EnumItemsInRectBJ","d":"选取${矩形区域}内所有物品${做动作}","c":"组动作中可使用'选取物品'来获取对应的物品.区域内每个物品都会运行一次动作(包括隐藏物品,不包括单位身上的物品).等待不能在组动作中运行.","t":"选取矩形区域内物品做动作"},{"n":"RandomItemInRectBJ","d":"${矩形区域}内满足${条件}的一个随机物品","c":"使用'匹配物品'来指代条件中用于比较的物品.","t":"矩形区域内随机物品(指定条件)"},{"n":"RandomItemInRectSimpleBJ","d":"${矩形区域}内随机选取的一个物品","c":"","t":"矩形区域内随机物品"},{"n":"CheckItemStatus","d":"${物品}是${Status}的","c":"","t":"物品状态检查"},{"n":"CheckItemcodeStatus","d":"${物品类型}是${Status}的","c":"","t":"物品类型状态检查"},{"n":"UnitId2OrderIdBJ","d":"转换${单位类型}为命令ID","c":"","t":"转换单位类型为命令ID"},{"n":"UnitId2StringBJ","d":"转换${单位类型}为字符串","c":"","t":"转换单位类型为字符串"},{"n":"String2OrderIdBJ","d":"转换${字符串}为命令ID","c":"如''harvest'',''move'',''smart'',''attack''都是命令字符串.","t":"转换命令字符串为命令ID"},{"n":"OrderId2StringBJ","d":"转换${Order}为命令字符串","c":"如''harvest'',''move'',''smart'',''attack''都是命令字符串.","t":"转换命令ID为字符串"},{"n":"GetLastCreatedUnit","d":"最后创建的单位","c":"最后一个使用'单位-创建'动作创建的单位.","t":"最后创建的单位"},{"n":"CreateNUnitsAtLoc","d":"创建${Number}个${单位}给${Player}在${指定点},面向角度为${Direction}度","c":"面向角度采用角度制,0度为正东方向,90度为正北方向.使用'最后创建的单位组'来获取创建的所有单位.使用'最后创建的单位'来获取创建的单个单位.","t":"创建单位(面向角度)"},{"n":"CreateNUnitsAtLocFacingLocBJ","d":"创建${Number}${单位}给${Player}在${指定点},面向${指定点}","c":"使用'最后创建的单位组'来获取创建的所有单位.使用'最后创建的单位'来获取创建的单个单位.","t":"创建单位(面向点)"},{"n":"GetLastCreatedGroup","d":"最后创建的单位组","c":"最后一批通过'单位-创建'动作创建的单位.","t":"最后创建的单位组"},{"n":"CreateCorpseLocBJ","d":"创建一个${单位}的尸体给${Player}在${指定点}","c":"不是所有单位都有尸体形态.使用'最后创建的单位'来获取该尸体.","t":"创建尸体"},{"n":"UnitSuspendDecayBJ","d":"${Suspend/Resume}尸体腐烂对${单位}","c":"只对已完成死亡动作的尸体有效.","t":"暂停尸体腐烂"},{"n":"CreatePermanentCorpseLocBJ","d":"创建一个${Style}${单位}尸体给${Player}在${指定点}面向角度为${Direction}度","c":"肉态尸体经常会自动变为骨态尸体.","t":"创建永久性尸体"},{"n":"GetUnitStateSwap","d":"${Property}对于${单位}","c":"","t":"属性"},{"n":"GetUnitLifePercent","d":"${单位}的生命百分比","c":"","t":"生命百分比"},{"n":"GetUnitManaPercent","d":"${单位}的魔法百分比","c":"","t":"魔法百分比"},{"n":"SelectUnitSingle","d":"命令所有玩家选择${单位}","c":"使玩家取消选择所有已选单位,并选择该单位.","t":"选择单位(所有玩家)"},{"n":"SelectGroupBJ","d":"命令所有玩家选择${单位组}","c":"使所有玩家取消选择所有单位,并选择单位组中最多12个单位.","t":"选择单位组(所有玩家)"},{"n":"SelectUnitAdd","d":"命令所有玩家添加选择${单位}","c":"","t":"添加选择单位(所有玩家)"},{"n":"SelectUnitRemove","d":"命令所有玩家取消选择${单位}","c":"","t":"取消选择单位(所有玩家)"},{"n":"ClearSelectionForPlayer","d":"清空${Player}的选择","c":"使玩家取消选择所有已选单位.","t":"清空选择(指定玩家)"},{"n":"SelectUnitForPlayerSingle","d":"选择${单位}对${Player}","c":"使玩家取消选择所有单位,并选择该单位.","t":"选择单位(指定玩家)"},{"n":"SelectGroupForPlayerBJ","d":"选择${单位组}对${Player}","c":"使玩家取消选择所有单位,并选择单位组中最多12个单位.","t":"选择单位组(指定玩家)"},{"n":"SelectUnitAddForPlayer","d":"添加选择${单位}对${Player}","c":"使玩家添加选择该单位.","t":"添加选择单位(指定玩家)"},{"n":"SelectUnitRemoveForPlayer","d":"取消选择${单位}对${Player}","c":"使玩家取消选择该单位.","t":"取消选择单位(指定玩家)"},{"n":"SetUnitLifeBJ","d":"设置${单位}的生命值为${Value}","c":"","t":"设置生命值(指定值)"},{"n":"SetUnitManaBJ","d":"设置${单位}的魔法值为${Value}","c":"","t":"设置魔法值(指定值)"},{"n":"SetUnitLifePercentBJ","d":"设置${单位}的生命值为${Percent}%","c":"","t":"设置生命值(百分比)"},{"n":"SetUnitManaPercentBJ","d":"设置${单位}的魔法值为${Percent}%","c":"","t":"设置魔法值(百分比)"},{"n":"IsUnitGroupDeadBJ","d":"${单位组}中所有单位死亡","c":"","t":"单位组中所有单位死亡"},{"n":"IsUnitGroupEmptyBJ","d":"${单位组}为空","c":"","t":"单位组为空"},{"n":"IsUnitGroupInRectBJ","d":"${单位组}中所有单位在${矩形区域}内","c":"","t":"单位组中单位在矩形区域内"},{"n":"ShowUnitHide","d":"隐藏${单位}","c":"使用'单位-显示'来显示该单位.隐藏单位不会被'区域内单位'所选取.","t":"隐藏"},{"n":"ShowUnitShow","d":"显示${单位}","c":"使用'单位-隐藏'来显示该单位.隐藏单位不会被'区域内单位'所选取.","t":"显示"},{"n":"IssueBuildOrderByIdLocBJ","d":"命令${单位}建造${单位类型}在${指定点}","c":"","t":"发布建造命令(指定点)"},{"n":"SetUnitPropWindowBJ","d":"改变${单位}的转向角度为${数值}度","c":"设置单位转身时的转向角度.数值越大转向幅度越大.大于360度的角将作为359度角处理.","t":"改变单位转向角度(角度制)"},{"n":"GetUnitPropWindowBJ","d":"${单位}的当前转向角度","c":"单位转身时的转向角度.数值越大转向幅度越大.","t":"当前转向角度(角度制)"},{"n":"EnableCreepSleepBJ","d":"${Enable/Disable}中立生物睡眠","c":"只影响夜晚的睡眠.不影响催眠魔法.","t":"允许/禁止中立生物睡眠"},{"n":"UnitGenerateAlarms","d":"设置警报对${单位}${On/Off}","c":"只作用于建筑.","t":"设置警报开启/关闭"},{"n":"DoesUnitGenerateAlarms","d":"${单位}处于开启警报状态","c":"","t":"开启警报"},{"n":"PauseAllUnitsBJ","d":"${Pause/Unpause}所有单位","c":"该动作只作用于当前存在于地图的单位.对于之后创建或复活的单位并不会受到影响.","t":"暂停/恢复所有单位"},{"n":"PauseUnitBJ","d":"${Pause/Unpause}${单位}","c":"","t":"暂停/恢复"},{"n":"UnitPauseTimedLifeBJ","d":"${Pause/Unpause}${单位}的生命周期","c":"只有召唤单位有生命周期.","t":"暂停/恢复生命周期"},{"n":"UnitApplyTimedLifeBJ","d":"设置${Duration}秒${BuffType}类型的生命周期对${单位}","c":"","t":"设置生命周期"},{"n":"UnitShareVisionBJ","d":"${Grant/Deny}共享${单位}的视野对${Player}","c":"","t":"共享视野"},{"n":"UnitRemoveBuffsBJ","d":"删除${BuffType}魔法效果从${单位}","c":"","t":"删除魔法效果(指定类别)"},{"n":"UnitRemoveBuffsExBJ","d":"删除${BuffType}${BuffResist}Buff从${单位}(${Include/Exclude}生命周期,${Include/Exclude}光环)","c":"buff性质选项第4项为无效选项,仅为兼容而保留.","t":"删除魔法效果(详细类别)"},{"n":"UnitCountBuffsExBJ","d":"${BuffType}${BuffResist}Buff数量在${单位}身上(${Include/Exclude}生命周期,${Include/Exclude}光环)","c":"","t":"拥有Buff数量"},{"n":"UnitRemoveAbilityBJ","d":"删除${技能}从${单位}","c":"","t":"删除技能"},{"n":"UnitAddAbilityBJ","d":"添加${技能}给${单位}","c":"","t":"添加技能"},{"n":"UnitRemoveTypeBJ","d":"删除${Classification}类别从${单位}","c":"并非所有类别都是可以删除的,建议使用新函数.","t":"删除类别"},{"n":"UnitAddTypeBJ","d":"添加${Classification}类别到${单位}","c":"并非所有类别都是可以添加的,建议使用新函数.","t":"添加类别"},{"n":"ExplodeUnitBJ","d":"使${单位}爆炸而死","c":"爆炸死亡不会留下尸体.","t":"爆炸"},{"n":"ReplaceUnitBJ","d":"将${单位}替换为${单位类型}使用${PropertyUsage}生命和魔法","c":"使用'最后替换的单位'来获取该单位.如果是不死族金矿被替换,经常还会留下一个普通的金矿.实际上就是创建加删除单位","t":"替换"},{"n":"GetLastReplacedUnitBJ","d":"最后替换的单位","c":"最后一个使用'单位-替换'替换的单位.","t":"最后替换的单位"},{"n":"SetUnitPositionLocFacingBJ","d":"立即移动${单位}到${指定点},面向角度${Direction}度","c":"建议使用'移动单位'+'设置面向角度'动作.面向角度采用角度制,0度为正东方向,90度为正北方向.","t":"移动单位面向角度(立即)"},{"n":"SetUnitPositionLocFacingLocBJ","d":"立即移动${单位}到${指定点},并面向${指定点}","c":"建议使用'移动单位'+'设置面向角度'动作.","t":"移动单位面向点(立即)"},{"n":"AddItemToStockBJ","d":"添加${物品类型}到${Marketplace}并设置库存量:${Count}最大库存量:${Max}","c":"只影响有'出售物品'技能的单位.","t":"添加物品(指定市场)"},{"n":"AddUnitToStockBJ","d":"添加${单位类型}到${Marketplace}并设置库存量:${Count}最大库存量:${Max}","c":"只影响有'出售单位'技能的单位.","t":"添加单位(指定市场)"},{"n":"RemoveItemFromStockBJ","d":"删除${物品类型}从${Marketplace}","c":"只影响有'出售物品'技能的单位","t":"删除物品(指定市场)"},{"n":"RemoveUnitFromStockBJ","d":"删除${单位类型}从${Marketplace}","c":"只影响有'出售单位'技能的单位.","t":"删除单位(指定市场)"},{"n":"SetUnitUseFoodBJ","d":"${Enable/Disable}${单位}的人口占用","c":"","t":"允许/禁止人口占用"},{"n":"UnitDamagePointLoc","d":"命令${单位}在${Seconds}秒后对半径为${Size}圆心为${指定点}的范围造成${Amount}点伤害,攻击类型:${AttackType}伤害类型:${DamageType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害区域"},{"n":"UnitDamageTargetBJ","d":"命令${单位}对${Target}造成${Amount}点伤害,攻击类型:${AttackType}伤害类型:${DamageType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害目标"},{"n":"CreateDestructableLoc","d":"创建${可破坏物类型}在${指定点},面向角度:${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"面向角度采用角度制,0度为正东方向,90度为正北方向.使用'最后创建的可破坏物'来获取创建的物体.","t":"创建可破坏物"},{"n":"CreateDeadDestructableLocBJ","d":"创建死亡的${可破坏物类型}在${指定点},面向角度:${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"面向角度采用角度制,0度为正东方向,90度为正北方向.使用'最后创建的可破坏物'来获取创建的物体.","t":"创建可破坏物(死亡)"},{"n":"GetLastCreatedDestructable","d":"最后创建的可破坏物","c":"最后一个使用'可破坏物-创建'动作创建的可破坏物.","t":"最后创建的可破坏物"},{"n":"ShowDestructableBJ","d":"${Show/Hide}${可破坏物}","c":"隐藏的可破坏物不被显示,但仍影响通行和视线.","t":"显示/隐藏"},{"n":"GetDestructableLoc","d":"${可破坏物}的位置","c":"会创建点.","t":"可破坏物位置"},{"n":"EnumDestructablesInRectAll","d":"选取${矩形区域}内所有可破坏物${做动作}","c":"组动作中可使用'选取的可破坏物'来获取对应的可破坏物.每个可破坏物都会运行一次动作(包括死亡和隐藏的).等待不能在组动作中运行.","t":"选取矩形区域内可破坏物做动作"},{"n":"IsDestructableDeadBJ","d":"${可破坏物}是死亡的","c":"","t":"可破坏物死亡"},{"n":"IsDestructableAliveBJ","d":"${可破坏物}是存活的","c":"","t":"可破坏物存活"},{"n":"RandomDestructableInRectBJ","d":"${矩形区域}内满足${条件}的一个随机可破坏物","c":"使用'匹配的可破坏物'来指代条件中用于比较的可破坏物.","t":"矩形区域内的随机可破坏物(指定条件)"},{"n":"RandomDestructableInRectSimpleBJ","d":"${矩形区域}内随机选取一个可破坏物","c":"","t":"矩形区域内的随机可破坏物"},{"n":"EnumDestructablesInCircleBJ","d":"选取${Radius}范围以${指定点}为中心的区域内所有可破坏物${做动作}","c":"组动作中可使用'选取的可破坏物'来获取对应的可破坏物.每个可破坏物都会运行一次动作(包括死亡和隐藏的).等待不能在组动作中运行.","t":"选取指定点范围内可破坏物做动作"},{"n":"SetDestructableLifePercentBJ","d":"设置${可破坏物}的生命值为${Percent}%","c":"","t":"设置生命值(百分比)"},{"n":"ModifyGateBJ","d":"${Open/Close/Destroy}${大门}","c":"","t":"打开/关闭/破坏大门"},{"n":"GetElevatorHeight","d":"${升降机}的高度","c":"可以使用'可破坏物-设置升降机高度'来设置升降机高度.","t":"升降机高度"},{"n":"ChangeElevatorHeight","d":"设置${升降机}的高度为${Height}","c":"","t":"设置升降机高度"},{"n":"ChangeElevatorWalls","d":"${Open/Close}${Walls}对${升降机}","c":"","t":"打开/关闭升降机墙壁"},{"n":"WaygateActivateBJ","d":"${Enable/Disable}${传送门}","c":"","t":"启用/禁用传送门"},{"n":"WaygateSetDestinationLocBJ","d":"设置${传送门}的目的地为${Target}","c":"","t":"设置传送门目的点"},{"n":"WaygateGetDestinationLocBJ","d":"${传送门}的目的地","c":"会创建点.","t":"传送门目的地"},{"n":"UnitSetUsesAltIconBJ","d":"${On/Off}${单位}的小地图特殊标志","c":"使用'中立建筑-设置小地图特殊标志'动作来设置显示的标志.默认为中立建筑标志.","t":"开启/关闭小地图特殊标志"},{"n":"ForceUIKeyBJ","d":"命令${Player}按下${Key}键","c":"","t":"强制按键"},{"n":"ForceUICancelBJ","d":"命令${Player}按下Esc键","c":"","t":"强制按Esc键"},{"n":"GroupAddUnitSimple","d":"添加${单位}到${单位组}","c":"并不影响单位本身.","t":"添加单位"},{"n":"GroupRemoveUnitSimple","d":"把${单位}从${单位组}移除","c":"并不影响单位本身.","t":"移除单位"},{"n":"GroupAddGroup","d":"添加${单位组}内所有单位到${单位组}","c":"并不影响单位本身.","t":"添加单位组"},{"n":"GroupRemoveGroup","d":"把${单位组}中的单位从${单位组}移除","c":"并不影响单位本身.","t":"移除单位组"},{"n":"ForceAddPlayerSimple","d":"添加${Player}到${玩家组}","c":"并不影响玩家本身.","t":"添加玩家"},{"n":"ForceRemovePlayerSimple","d":"将${Player}从${玩家组}移除","c":"并不影响玩家本身.","t":"移除玩家"},{"n":"GroupPickRandomUnit","d":"${单位组}中随机选取的一个单位","c":"","t":"单位组中随机单位"},{"n":"ForcePickRandomPlayer","d":"${玩家组}中随机抽取的一名玩家.","c":"","t":"玩家组中随机玩家"},{"n":"GetUnitsInRectMatching","d":"${矩形区域}内满足${条件}的所有单位","c":"使用'匹配单位'指代条件中用于比较的单位.会创建单位组.","t":"矩形区域内的单位(指定条件)"},{"n":"GetUnitsInRectAll","d":"${矩形区域}内的所有单位","c":"会创建单位组.","t":"矩形区域内的单位"},{"n":"GetUnitsInRectOfPlayer","d":"${矩形区域}内属于${Player}的所有单位","c":"会创建单位组.","t":"矩形区域内的玩家单位"},{"n":"GetUnitsInRangeOfLocMatching","d":"半径为${Radius}圆心为${指定点}且满足${条件}的所有单位","c":"使用'匹配单位'指代条件中用于比较的单位.会创建单位组.","t":"圆范围内单位(指定条件)"},{"n":"GetUnitsInRangeOfLocAll","d":"半径为${Radius}圆心为${指定点}的圆范围内所有单位","c":"会创建单位组.","t":"圆范围内单位"},{"n":"GetUnitsOfTypeIdAll","d":"所有${单位类型}","c":"会创建单位组.","t":"所有指定类型单位"},{"n":"GetUnitsOfPlayerMatching","d":"属于${Player}并满足${条件}的所有单位","c":"使用'匹配单位'指代条件中用于比较的单位.会创建单位组.","t":"玩家单位(指定条件)"},{"n":"GetUnitsOfPlayerAll","d":"属于${Player}的所有单位","c":"会创建单位组.","t":"玩家单位"},{"n":"GetUnitsOfPlayerAndTypeId","d":"属于${Player}的所有${单位类型}","c":"会创建单位组.","t":"玩家单位(指定单位类型)"},{"n":"GetUnitsSelectedAll","d":"${Player}选择的所有单位","c":"不能用于触发条件.会创建单位组.","t":"玩家选择单位"},{"n":"GetForceOfPlayer","d":"转换${Player}为玩家组","c":"会创建玩家组.","t":"转换玩家为玩家组"},{"n":"GetPlayersAll","d":"所有玩家","c":"包括未使用玩家和中立玩家.","t":"所有玩家"},{"n":"GetPlayersByMapControl","d":"所有${ControlType}控制的玩家","c":"会创建玩家组.","t":"所有指定控制者的玩家"},{"n":"GetPlayersAllies","d":"所有${Player}的联盟玩家","c":"需要双方互为联盟状态,包括自己,不包括中立玩家.会创建玩家组.","t":"玩家的盟友"},{"n":"GetPlayersEnemies","d":"所有${Player}的敌对玩家","c":"对其敌对的所有玩家,不包括中立玩家.会创建玩家组.","t":"玩家的敌人"},{"n":"GetPlayersMatching","d":"所有符合${条件}的玩家","c":"使用'匹配玩家'指代条件中用于比较的玩家,包括未使用玩家和中立玩家.会创建玩家组.","t":"所有符合条件的玩家"},{"n":"CountUnitsInGroup","d":"${单位组}中的单位数量","c":"","t":"单位组中单位数量"},{"n":"CountPlayersInForceBJ","d":"${玩家组}中的玩家数量","c":"","t":"玩家组中玩家数量"},{"n":"GetRandomSubGroup","d":"随机获取${Count}个单位从${单位组}","c":"会创建单位组.该函数不能使用设置bj_wantDestroyGroup=true来清除group,会导致该动作无效.","t":"单位组中随机单位"},{"n":"CountLivingPlayerUnitsOfTypeId","d":"${单位类型}的数量对${Player}","c":"","t":"玩家拥有单位数量"},{"n":"ResetUnitAnimation","d":"重置${单位}的动作,恢复到普通状态","c":"无论该单位在什么动作,都将把单位的动作恢复到普通状态(也就是'stand'动作的状态).","t":"重置单位动画"},{"n":"SetUnitTimeScalePercent","d":"改变${单位}的动画播放速度为正常速度的${Percent}%","c":"设置100%动画播放速度来恢复正常状态.","t":"改变单位动画播放速度(按百分比)"},{"n":"SetUnitScalePercent","d":"设置${Unit}的缩放尺寸为(${X}%,${Y}%,${Z}%)","c":"缩放尺寸使用(长,宽,高)格式.","t":"改变单位尺寸(按比例)"},{"n":"SetUnitVertexColorBJ","d":"改变${单位}的颜色比例:(${Red}%,${Green}%,${Blue}%),透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).大多数单位使用100%的颜色值和0%透明度.100%透明度是完全透明的.","t":"改变单位颜色(RGB:0-100%)"},{"n":"UnitAddIndicatorBJ","d":"对${单位}闪动指示器,使用颜色(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"闪动指示器(对单位)"},{"n":"DestructableAddIndicatorBJ","d":"对${可破坏物}闪动指示器,使用颜色(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"闪动指示器(对可破坏物)"},{"n":"ItemAddIndicatorBJ","d":"对${物品}闪动指示器,使用颜色(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"闪动指示器(对物品)"},{"n":"SetUnitFacingToFaceLocTimed","d":"设置${单位}面向${点},使用时间${Time}秒","c":"","t":"设置单位面向点"},{"n":"SetUnitFacingToFaceUnitTimed","d":"设置${单位}面向${目标单位},使用时间${Time}秒","c":"只是面向当前单位所在点而已.并不会因为单位位置改变而改变目标位置.","t":"设置单位面向单位"},{"n":"SetDestAnimationSpeedPercent","d":"改变${可破坏物}的动画播放速度为正常的${Percent}%","c":"设置100%动画播放速度来恢复正常状态.","t":"改变可破坏物动画播放速度"},{"n":"DialogDisplayBJ","d":"${Show/Hide}${Dialog}对${Player}","c":"对话框不能应用于地图初始化事件.","t":"显示/隐藏"},{"n":"DialogAddButtonBJ","d":"为${Dialog}添加一个对话按钮,按钮标签为${Text}","c":"使用'最后创建的对话按钮'来获得创建的对话按钮.","t":"添加对话按钮"},{"n":"DialogAddButtonWithHotkeyBJ","d":"为${对话框}添加一个按钮,按钮标题为:${文字},快捷键为:${HotKey}","c":"使用'最后创建的对话按钮'来获得创建的对话按钮.","t":"添加对话框按钮(有快捷键)[R]"},{"n":"GetLastCreatedButtonBJ","d":"最后创建的对话框按钮","c":"最后一个由'对话框-创建对话框按钮'动作创建的对话框按钮.","t":"最后创建的对话框按钮"},{"n":"SetPlayerAllianceBJ","d":"命令${Player}设置${AllianceType}${On/Off}对${Player}","c":"","t":"设置联盟状态(指定项目)"},{"n":"SetPlayerAllianceStateBJ","d":"命令${Player}设置对${Player}的联盟状态为${AllianceSetting}","c":"","t":"设置联盟状态"},{"n":"SetForceAllianceStateBJ","d":"命令${Player}设置对${Player}的联盟状态为${AllianceSetting}","c":"","t":"设置联盟"},{"n":"ShareEverythingWithTeam","d":"设置${Player}对盟友共享视野和完全控制权","c":"当玩家互相为盟友时才有效.同时玩家也会获得其盟友的单位控制权.","t":"共享视野和完全控制权"},{"n":"MakeUnitsPassiveForPlayer","d":"改变${Player}所有单位为中立受害单位","c":"默认状态中立受害受所有玩家欺凌而不抵抗.","t":"设置玩家单位为中立受害单位"},{"n":"CustomVictoryBJ","d":"设置${Player}胜利(${Show/Skip}胜利对话框,${Show/Skip}计分屏)","c":"","t":"游戏胜利"},{"n":"CustomDefeatBJ","d":"设置${Player}失败并显示失败信息:${文字}","c":"","t":"游戏失败"},{"n":"SetNextLevelBJ","d":"设置下一关卡为${Level}","c":"设置游戏结束后的下一关卡.","t":"设置下一关卡"},{"n":"SetPlayerOnScoreScreenBJ","d":"${Show/Hide}${Player}在计分屏的显示.","c":"","t":"显示/隐藏计分屏显示"},{"n":"CreateQuestBJ","d":"创建一个${QuestType}任务,标题:${文字}任务说明:${文字}任务图标:${IconPath}","c":"","t":"创建任务"},{"n":"QuestSetEnabledBJ","d":"${Enable/Disable}${Quest}","c":"被禁用的任务将不会显示在任务列表.","t":"启用/禁用任务"},{"n":"GetLastCreatedQuestBJ","d":"最后创建的任务","c":"最后一个由'任务-创建任务'动作创建的任务.","t":"最后创建的任务"},{"n":"CreateQuestItemBJ","d":"为${Quest}创建一个任务项目:${文字}","c":"","t":"创建任务项目"},{"n":"GetLastCreatedQuestItemBJ","d":"最后创建的任务项目","c":"最后一个由'任务-创建任务项目'动作创建的任务项目.","t":"最后创建的任务项目"},{"n":"CreateDefeatConditionBJ","d":"创建失败条件:${文字}","c":"失败条件会在每个任务中显示.","t":"创建失败条件"},{"n":"GetLastCreatedDefeatConditionBJ","d":"最后创建的失败条件","c":"最后一个由'任务-创建失败条件'动作创建的失败条件.","t":"最后创建的失败条件"},{"n":"QuestMessageBJ","d":"对${玩家组}发送${QuestMessageType}信息:${文字}","c":"","t":"发送任务信息"},{"n":"StartTimerBJ","d":"运行${计时器}，模式:${模式}，周期:${时间}秒","c":"","t":"运行计时器"},{"n":"PauseTimerBJ","d":"${Pause/Resume}${Timer}","c":"","t":"暂停/恢复计时器"},{"n":"GetLastCreatedTimerBJ","d":"最后启用的计时器","c":"最后一个由'计时器-启用计时器'动作启用的计时器.","t":"最后启用的计时器"},{"n":"CreateTimerDialogBJ","d":"为${计时器}创建计时器窗口,标题:${文字}","c":"计时器窗口不能在地图初始化时显示.","t":"创建计时器窗口"},{"n":"TimerDialogSetTitleColorBJ","d":"改变${TimerWindow}的标题颜色为(${红}%,${绿}%,${蓝}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变计时器窗口标题颜色"},{"n":"TimerDialogSetTimeColorBJ","d":"改变${TimerWindow}的计时颜色为(${红}%,${绿}%,${蓝}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变计时器窗口计时颜色"},{"n":"TimerDialogDisplayForPlayerBJ","d":"${Show/Hide}${计时器窗口}应用于${Player}","c":"计时器窗口不能在地图初始化时显示.","t":"显示/隐藏计时器窗口(指定玩家)"},{"n":"TimerDialogDisplayBJ","d":"${Show/Hide}${计时器窗口}","c":"计时器窗口不能在地图初始化时显示.","t":"显示/隐藏计时器窗口(所有玩家)"},{"n":"GetLastCreatedTimerDialogBJ","d":"最后创建的计时器窗口","c":"最后一个由'计时器-创建计时器窗口'动作创建的计时器窗口.","t":"最后创建的计时器窗口"},{"n":"LeaderboardSetPlayerItemValueBJ","d":"设置${Player}在${Leaderboard}中的分数为:${Value}","c":"","t":"改变玩家分数"},{"n":"LeaderboardSetPlayerItemLabelBJ","d":"设置${Player}在${Leaderboard}中的名字为${文字}","c":"","t":"改变玩家名字"},{"n":"LeaderboardSetPlayerItemStyleBJ","d":"设置${Player}在${Leaderboard}中的显示样式:${Show/Hide}名字,${Show/Hide}分数,${Show/Hide}图标","c":"","t":"设置玩家显示样式"},{"n":"LeaderboardSetPlayerItemLabelColorBJ","d":"设置${Player}在${Leaderboard}中的名字颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置玩家名字颜色"},{"n":"LeaderboardSetPlayerItemValueColorBJ","d":"设置${Player}在${Leaderboard}中的分数颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变玩家分数颜色"},{"n":"LeaderboardSetLabelColorBJ","d":"设置${Leaderboard}的文字颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置文字颜色"},{"n":"LeaderboardSetValueColorBJ","d":"设置${Leaderboard}的数值颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置数值颜色"},{"n":"CreateLeaderboardBJ","d":"对${玩家组}创建排行榜,使用标题:${文字}","c":"排行榜不能在地图初始化时显示.标题为空则不显示标题栏.","t":"创建"},{"n":"LeaderboardDisplayBJ","d":"${Show/Hide}${排行榜}","c":"排行榜不能在地图初始化时显示.","t":"显示/隐藏"},{"n":"LeaderboardAddItemBJ","d":"添加${Player}到${Leaderboard},使用名字:${文字}设置分数:${Value}","c":"","t":"添加玩家"},{"n":"LeaderboardRemovePlayerItemBJ","d":"把${Player}从${Leaderboard}移除","c":"","t":"移除玩家"},{"n":"LeaderboardSortItemsBJ","d":"将${排行榜}按${Field}使用${Ascending/Descending}排列","c":"","t":"排序"},{"n":"LeaderboardGetPlayerIndexBJ","d":"${Player}在${Leaderboard}的排名","c":"","t":"排行榜位置"},{"n":"LeaderboardGetIndexedPlayerBJ","d":"第${Position}位玩家在${Leaderboard}中","c":"","t":"玩家所在排行榜位置"},{"n":"GetLastCreatedLeaderboard","d":"最后创建的排行榜","c":"最后一个由'排行榜-创建排行榜'动作创建的排行榜.","t":"最后创建的排行榜"},{"n":"CreateMultiboardBJ","d":"创建一个列数为${Columns}行数为${Rows}标题为${文字}的多面板","c":"多面板不能在地图初始化时显示.","t":"创建"},{"n":"GetLastCreatedMultiboard","d":"最后创建的多面板","c":"最后一个由'多面板-创建多面板'动作创建的多面板.","t":"最后创建的多面板"},{"n":"MultiboardDisplayBJ","d":"${Show/Hide}${Multiboard}","c":"多面板不能在地图初始化时显示.","t":"显示/隐藏"},{"n":"MultiboardMinimizeBJ","d":"${Minimize/Maximize}${Multiboard}","c":"最小化的多面板只显示标题.","t":"最大/最小化"},{"n":"MultiboardSetTitleTextColorBJ","d":"设置${Multiboard}的标题颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置标题颜色"},{"n":"MultiboardAllowDisplayBJ","d":"${Show/Hide}多面板模式","c":"隐藏多面板模式将无法显示多面板.","t":"显示/隐藏多面板模式"},{"n":"MultiboardSetItemStyleBJ","d":"设置${Multiboard}第${Column}列,第${Row}行项目的显示风格:${Show/Hide}文字${Show/Hide}图标","c":"可以设置行/列数为0来指代所有的行/列.","t":"设置项目显示风格"},{"n":"MultiboardSetItemValueBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目文本为${文字}","c":"可以设置行/列数为0来指代所有的行/列.","t":"设置项目文本"},{"n":"MultiboardSetItemColorBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"可以设置行/列数为0来指代所有的行/列.颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置项目颜色"},{"n":"MultiboardSetItemWidthBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目宽度为屏幕的${Width}%","c":"","t":"设置项目宽度"},{"n":"MultiboardSetItemIconBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目图标为${IconFile}","c":"","t":"设置项目图标"},{"n":"SetTextTagColorBJ","d":"改变${FloatingText}的颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变颜色"},{"n":"SetTextTagVelocityBJ","d":"设置${FloatingText}的移动速率为${Speed},方向为${Angle}度","c":"对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动.方向采用角度制,0度为正东方向,90度为正北方向.","t":"设置速率"},{"n":"SetTextTagTextBJ","d":"改变${FloatingText}的内容为${文字},字体大小:${Size}","c":"","t":"改变文字内容"},{"n":"SetTextTagPosBJ","d":"改变${FloatingText}的位置为${指定点},Z轴高度为${Z}","c":"","t":"改变位置(点)"},{"n":"CreateTextTagLocBJ","d":"创建漂浮文字:${文字}在${指定点},Z轴高度:${Z},字体大小:${Size},颜色值:(${Red}%,${Green}%,${Blue}%),透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"创建漂浮文字(指定地点)"},{"n":"CreateTextTagUnitBJ","d":"创建漂浮文字:${文字}在${单位}的头顶,Z轴偏移${Z},字体大小:${Size},颜色值:(${Red}%,${Green}%,${Blue}%),透明度:${Transparency}%","c":"该方式创建的漂浮文字并不会跟随单位一起移动.颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"创建漂浮文字(指定单位)"},{"n":"ShowTextTagForceBJ","d":"${Show/Hide}${FloatingText}对${玩家组}","c":"","t":"显示/隐藏"},{"n":"GetLastCreatedTextTag","d":"最后创建的漂浮文字","c":"最后一个由'漂浮文字-创建漂浮文字'动作创建的漂浮文字.","t":"最后创建的漂浮文字"},{"n":"PauseGameOn","d":"暂停游戏","c":"","t":"暂停游戏"},{"n":"PauseGameOff","d":"恢复游戏","c":"","t":"恢复游戏"},{"n":"SetUserControlForceOn","d":"启用${玩家组}的控制权","c":"","t":"启用玩家控制权(指定玩家组)"},{"n":"SetUserControlForceOff","d":"禁用${玩家组}的控制权","c":"","t":"禁用玩家控制权(指定玩家组)"},{"n":"ShowInterfaceForceOn","d":"对${玩家组}关闭信箱模式,转换时间为${Duration}秒","c":"关闭信箱模式,返回游戏界面.","t":"信箱模式开启关闭(指定玩家组)"},{"n":"ShowInterfaceForceOff","d":"对${玩家组}开启信箱模式,转换时间为${Duration}秒","c":"使用电影镜头模式,隐藏游戏界面.","t":"信箱模式开启(指定玩家组)"},{"n":"PingMinimapLocForForce","d":"对${玩家组}发送小地图信号到${指定点},持续时间:${Duration}秒","c":"","t":"小地图信号(指定玩家组)"},{"n":"PingMinimapLocForForceEx","d":"对${玩家组}发送小地图信号到${指定点},持续时间:${Duration}秒,信号类型:${Style}信号颜色:(${Red}%,${Green}%,${Blue}%)","c":"颜色格式为(红,绿,蓝).警告信号总是红色不可变.","t":"小地图信号(指定颜色)(指定玩家组)"},{"n":"EnableWorldFogBoundaryBJ","d":"${Enable/Disable}边界染色,应用于${玩家组}","c":"禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的.","t":"允许/禁止边界染色(指定玩家组)"},{"n":"EnableOcclusionBJ","d":"${Enable/Disable}闭塞对${玩家组}","c":"","t":"允许/禁止闭塞(指定玩家组)"},{"n":"TransmissionFromUnitWithNameBJ","d":"对${玩家组}播送信息,发言单位:${单位}显示名字:${文字},播放音效:${音效}显示信息:${文字}持续时间:${Method}${Time}秒并${Wait/Don'tWait}","c":"'没有声音'的持续时间为5秒.等待表示其他动作需要等待信息播放完毕后才能运行.","t":"播送单位消息(指定单位)"},{"n":"TransmissionFromUnitTypeWithNameBJ","d":"对${玩家组}播送信息,发言单位:${Player}的${单位类型}显示名字:${文字}发言位置:${指定点}播放音效:${音效}显示信息:${文字}持续时间:${Method}${Time}秒并${Wait/Don'tWait}","c":"'没有声音'的持续时间为5秒.等待表示其他动作需要等待信息播放完毕后才能运行.","t":"播送单位消息(指定单位-类型)"},{"n":"GetLastTransmissionDurationBJ","d":"最后发言长度","c":"最后一次使用'电影-播送单位消息'动作的单位发言时间.","t":"最后发言长度"},{"n":"CinematicModeExBJ","d":"${On/Off}电影模式对${玩家组},转换时间为${Time}秒","c":"","t":"电影模式(指定时间)"},{"n":"CinematicModeBJ","d":"${On/Off}电影模式对${玩家组}","c":"","t":"电影模式"},{"n":"CinematicFadeBJ","d":"${FadeType}使用${Duration}秒时间,使用图片:${Texture}颜色值:(${Red}%,${Green}%,${Blue}%)透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"淡入淡出滤镜"},{"n":"CinematicFilterGenericBJ","d":"持续时间:${Duration}秒,混合方式:${BlendingMethod}使用图片:${Texture}开始颜色值:(${Red}%,${Green}%,${Blue}%)透明度:${Transparency}%,结束颜色值:(${Red}%,${Green}%,${Blue}%)透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"高级滤镜"},{"n":"RescueUnitBJ","d":"营救${单位},改变所属为${Player}并${Change/RetainColor}","c":"","t":"营救单位"},{"n":"SetRescueUnitColorChangeBJ","d":"设置单位${Change/RetainColor}当被营救时","c":"默认情况单位被营救时会改变颜色.不影响已经被营救的单位.","t":"设置营救颜色(单位)"},{"n":"SetRescueBuildingColorChangeBJ","d":"设置建筑${Change/RetainColor}当被营救时","c":"默认建筑被营救时不会改变颜色.不影响已经被营救的建筑.","t":"设置营救颜色(建筑)"},{"n":"MakeUnitRescuableToForceBJ","d":"设置${单位}${Rescuable/Unrescuable}对${玩家组}","c":"","t":"设置可否营救(对玩家组)"},{"n":"SetPlayerTechResearchedSwap","d":"设置${科技}的等级为${Level}对${Player}","c":"科技等级不能倒退.","t":"设置科技等级"},{"n":"SetPlayerTechMaxAllowedSwap","d":"设置${科技}的等级为${Level}对${Player}","c":"科技等级不能倒退.","t":"设置最大科技等级"},{"n":"SetPlayerMaxHeroesAllowed","d":"限制英雄数量为${Limit}对${Player}","c":"-1为无限制,0为不能生产.","t":"限制英雄数量"},{"n":"GetPlayerTechCountSimple","d":"${科技}的当前等级对${Player}","c":"","t":"当前科技等级"},{"n":"GetPlayerTechMaxAllowedSwap","d":"${科技}的最大等级对${Player}","c":"","t":"最大科技等级"},{"n":"SetPlayerAbilityAvailableBJ","d":"${Enable/Disable}${技能}对${Player}","c":"设置玩家能否使用该技能.","t":"允许/禁用技能"},{"n":"SetCampaignMenuRaceBJ","d":"设置战役背景为${Campaign}","c":"","t":"设置战役背景"},{"n":"SetMissionAvailableBJ","d":"${Enable/Disable}${Mission}","c":"","t":"允许/禁止关卡"},{"n":"SetCampaignAvailableBJ","d":"${Enable/Disable}${Campaign}","c":"","t":"允许/禁止战役"},{"n":"SetCinematicAvailableBJ","d":"${Enable/Disable}${Cinematic}","c":"","t":"允许/禁止开场电影"},{"n":"InitGameCacheBJ","d":"创建游戏缓存,使用文件名:${Filename}","c":"","t":"创建游戏缓存"},{"n":"GetLastCreatedGameCacheBJ","d":"最后创建的游戏缓存","c":"最后一个由'游戏缓存-创建缓存'动作创建的缓存.","t":"最后创建的游戏缓存"},{"n":"InitHashtableBJ","d":"创建一个新的哈希表","c":"您可以使用哈希表来储存临时数据","t":"<1.24>新建哈希表"},{"n":"GetLastCreatedHashtableBJ","d":"最后创建的哈希表","c":"能得到通过'哈希表-新建哈希表'最后一次创建的哈希表","t":"最后创建的哈希表"},{"n":"StoreRealBJ","d":"记录${实数},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录实数"},{"n":"StoreIntegerBJ","d":"记录${整数},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录整数"},{"n":"StoreBooleanBJ","d":"记录${布尔值},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录布尔值"},{"n":"StoreStringBJ","d":"记录${字符串},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录字符串"},{"n":"StoreUnitBJ","d":"记录${单位},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"使用'游戏缓存-读取单位'来读取该数值.名称和类别名不能包含空格.","t":"记录单位"},{"n":"SaveRealBJ","d":"保存实数${Value}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取实数'可以取出保存的值","t":"<1.24>保存实数"},{"n":"SaveIntegerBJ","d":"保存整数${Value}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取整数'可以取出保存的值","t":"<1.24>保存整数"},{"n":"SaveBooleanBJ","d":"保存布尔${Value}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取布尔'可以取出保存的值","t":"<1.24>保存布尔"},{"n":"SaveStringBJ","d":"保存字符串${Value}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取字符串'可以取出保存的值","t":"<1.24>保存字符串"},{"n":"SavePlayerHandleBJ","d":"保存玩家${Player}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取玩家'可以取出保存的值","t":"<1.24>保存玩家"},{"n":"SaveDestructableHandleBJ","d":"保存可破坏物${Destructable}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取可破坏物'可以取出保存的值","t":"<1.24>保存可破坏物"},{"n":"SaveItemHandleBJ","d":"保存物品${Item}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取物品'可以取出保存的值","t":"<1.24>保存物品"},{"n":"SaveUnitHandleBJ","d":"保存单位${Unit}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取单位'可以取出保存的值","t":"<1.24>保存单位"},{"n":"SaveTimerHandleBJ","d":"保存计时器${Timer}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取计时器'可以取出保存的值","t":"<1.24>保存计时器"},{"n":"SaveTriggerHandleBJ","d":"保存触发器${Trigger}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取触发器'可以取出保存的值","t":"<1.24>保存触发器"},{"n":"SaveTriggerConditionHandleBJ","d":"保存触发条件${Triggercondition}在子索引${Value}of${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取触发条件'可以取出保存的值","t":"<1.24>保存触发条件"},{"n":"SaveTriggerActionHandleBJ","d":"保存触发动作${Triggeraction}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取触发动作'可以取出保存的值","t":"<1.24>保存触发动作"},{"n":"SaveTriggerEventHandleBJ","d":"保存触发事件${Event}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取触发事件'可以取出保存的值","t":"<1.24>保存触发事件"},{"n":"SaveForceHandleBJ","d":"保存玩家组${Force}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取玩家组'可以取出保存的值","t":"<1.24>保存玩家组"},{"n":"SaveGroupHandleBJ","d":"保存单位组${Group}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取单位组'可以取出保存的值","t":"<1.24>保存单位组"},{"n":"SaveLocationHandleBJ","d":"保存点${Location}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取点'可以取出保存的值","t":"<1.24>保存点"},{"n":"SaveRectHandleBJ","d":"保存区域(矩型)${Rect}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取区域(矩型)'可以取出保存的值","t":"<1.24>保存区域(矩型)"},{"n":"SaveBooleanExprHandleBJ","d":"保存布尔表达式${Boolexpr}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取布尔表达式'可以取出保存的值","t":"<1.24>保存布尔表达式"},{"n":"SaveSoundHandleBJ","d":"保存音效${Sound}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取音效'可以取出保存的值","t":"<1.24>保存音效"},{"n":"SaveEffectHandleBJ","d":"保存特效${Effect}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取特效'可以取出保存的值","t":"<1.24>保存特效"},{"n":"SaveUnitPoolHandleBJ","d":"保存单位池${Unitpool}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取单位池'可以取出保存的值","t":"<1.24>保存单位池"},{"n":"SaveItemPoolHandleBJ","d":"保存物品池${Itempool}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取物品池'可以取出保存的值","t":"<1.24>保存物品池"},{"n":"SaveQuestHandleBJ","d":"保存任务${Quest}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取任务'可以取出保存的值","t":"<1.24>保存任务"},{"n":"SaveQuestItemHandleBJ","d":"保存任务要求${Questitem}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取任务要求'可以取出保存的值","t":"<1.24>保存任务要求"},{"n":"SaveDefeatConditionHandleBJ","d":"保存失败条件${Defeatcondition}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取失败条件'可以取出保存的值","t":"<1.24>保存失败条件"},{"n":"SaveTimerDialogHandleBJ","d":"保存计时器窗口${Timerdialog}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取计时器窗口'可以取出保存的值","t":"<1.24>保存计时器窗口"},{"n":"SaveLeaderboardHandleBJ","d":"保存排行榜${Leaderboard}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取排行榜'可以取出保存的值","t":"<1.24>保存排行榜"},{"n":"SaveMultiboardHandleBJ","d":"保存多面板${Multiboard}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取多面板'可以取出保存的值","t":"<1.24>保存多面板"},{"n":"SaveMultiboardItemHandleBJ","d":"保存多面板项目${Multiboarditem}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取多面板项目'可以取出保存的值","t":"<1.24>保存多面板项目"},{"n":"SaveTrackableHandleBJ","d":"保存可追踪物${Trackable}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取可追踪物'可以取出保存的值","t":"<1.24>保存可追踪物"},{"n":"SaveDialogHandleBJ","d":"保存对话框${Dialog}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取对话框'可以取出保存的值","t":"<1.24>保存对话框"},{"n":"SaveButtonHandleBJ","d":"保存对话框按钮${Button}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取对话框按钮'可以取出保存的值","t":"<1.24>保存对话框按钮"},{"n":"SaveTextTagHandleBJ","d":"保存漂浮文字${Texttag}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取漂浮文字'可以取出保存的值","t":"<1.24>保存漂浮文字"},{"n":"SaveLightningHandleBJ","d":"保存闪电效果${Lightning}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取闪电效果'可以取出保存的值","t":"<1.24>保存闪电效果"},{"n":"SaveImageHandleBJ","d":"保存图像${Image}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取图像'可以取出保存的值","t":"<1.24>保存图像"},{"n":"SaveUbersplatHandleBJ","d":"保存地面纹理变化${Ubersplat}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取地面纹理变化'可以取出保存的值","t":"<1.24>保存地面纹理变化"},{"n":"SaveRegionHandleBJ","d":"保存区域(不规则)${Region}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取区域(不规则)'可以取出保存的值","t":"<1.24>保存区域(不规则)"},{"n":"SaveFogStateHandleBJ","d":"保存迷雾状态${Fogstate}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取迷雾状态'可以取出保存的值","t":"<1.24>保存迷雾状态"},{"n":"SaveFogModifierHandleBJ","d":"保存可见度修正器${Fogmodifier}在子索引${Value}主索引${Value}位于${Hashtable}之内","c":"使用'哈希表-从哈希表提取可见度修正器'可以取出保存的值","t":"<1.24>保存可见度修正器"},{"n":"GetStoredRealBJ","d":"从游戏缓存读取实数,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"缓存读取实数"},{"n":"GetStoredIntegerBJ","d":"从游戏缓存读取整数,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"缓存读取整数"},{"n":"GetStoredBooleanBJ","d":"从游戏缓存读取布尔值,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"读取布尔值"},{"n":"GetStoredStringBJ","d":"从游戏缓存读取字符串,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"读取字符串"},{"n":"LoadRealBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取实数","c":"如果不存在则返回0.00","t":"<1.24>从哈希表提取实数"},{"n":"LoadIntegerBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取整数","c":"如果不存在则返回0","t":"<1.24>从哈希表提取整数"},{"n":"LoadBooleanBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取布尔","c":"如果不存在则返回False","t":"<1.24>从哈希表提取布尔"},{"n":"LoadStringBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取字符串","c":"如果不存在则返回空字符串","t":"<1.24>从哈希表提取字符串"},{"n":"LoadPlayerHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取玩家","c":"如果不存在则返回空","t":"<1.24>从哈希表提取玩家"},{"n":"LoadDestructableHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取可破坏物","c":"如果不存在则返回空","t":"<1.24>从哈希表提取可破坏物"},{"n":"LoadItemHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取物品","c":"如果不存在则返回空","t":"<1.24>从哈希表提取物品"},{"n":"LoadUnitHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取单位","c":"如果不存在则返回空","t":"<1.24>从哈希表提取单位"},{"n":"LoadTimerHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取计时器","c":"如果不存在则返回空","t":"<1.24>从哈希表提取计时器"},{"n":"LoadTriggerHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取触发器","c":"如果不存在则返回空","t":"<1.24>从哈希表提取触发器"},{"n":"LoadTriggerConditionHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取触发条件","c":"如果不存在则返回空","t":"<1.24>从哈希表提取触发条件"},{"n":"LoadTriggerActionHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取触发动作","c":"如果不存在则返回空","t":"<1.24>从哈希表提取触发动作"},{"n":"LoadTriggerEventHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取触发事件","c":"如果不存在则返回空","t":"<1.24>从哈希表提取触发事件"},{"n":"LoadForceHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取玩家组","c":"如果不存在则返回空","t":"<1.24>从哈希表提取玩家组"},{"n":"LoadGroupHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取单位组","c":"如果不存在则返回空","t":"<1.24>从哈希表提取单位组"},{"n":"LoadLocationHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取点","c":"如果不存在则返回空","t":"<1.24>从哈希表提取点"},{"n":"LoadRectHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取区域(矩型)","c":"如果不存在则返回空","t":"<1.24>从哈希表提取区域(矩型)"},{"n":"LoadBooleanExprHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取布尔表达式","c":"如果不存在则返回空","t":"<1.24>从哈希表提取布尔表达式"},{"n":"LoadSoundHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取音效","c":"如果不存在则返回空","t":"<1.24>从哈希表提取音效"},{"n":"LoadEffectHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取特效","c":"如果不存在则返回空","t":"<1.24>从哈希表提取特效"},{"n":"LoadUnitPoolHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取单位池","c":"如果不存在则返回空","t":"<1.24>从哈希表提取单位池"},{"n":"LoadItemPoolHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取物品池","c":"如果不存在则返回空","t":"<1.24>从哈希表提取物品池"},{"n":"LoadQuestHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取任务","c":"如果不存在则返回空","t":"<1.24>从哈希表提取任务"},{"n":"LoadQuestItemHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取任务要求","c":"如果不存在则返回空","t":"<1.24>从哈希表提取任务要求"},{"n":"LoadDefeatConditionHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取失败条件","c":"如果不存在则返回空","t":"<1.24>从哈希表提取失败条件"},{"n":"LoadTimerDialogHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取计时器窗口","c":"如果不存在则返回空","t":"<1.24>从哈希表提取计时器窗口"},{"n":"LoadLeaderboardHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取排行榜","c":"如果不存在则返回空","t":"<1.24>从哈希表提取排行榜"},{"n":"LoadMultiboardHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取多面板","c":"如果不存在则返回空","t":"<1.24>从哈希表提取多面板"},{"n":"LoadMultiboardItemHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取多面板项目","c":"如果不存在则返回空","t":"<1.24>从哈希表提取多面板项目"},{"n":"LoadTrackableHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取可追踪物","c":"如果不存在则返回空","t":"<1.24>从哈希表提取可追踪物"},{"n":"LoadDialogHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取对话框","c":"如果不存在则返回空","t":"<1.24>从哈希表提取对话框"},{"n":"LoadButtonHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取对话框按钮","c":"如果不存在则返回空","t":"<1.24>从哈希表提取对话框按钮"},{"n":"LoadTextTagHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取漂浮文字","c":"如果不存在则返回空","t":"<1.24>从哈希表提取漂浮文字"},{"n":"LoadLightningHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取闪电效果","c":"如果不存在则返回空","t":"<1.24>从哈希表提取闪电效果"},{"n":"LoadImageHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取图象","c":"如果不存在则返回空","t":"<1.24>从哈希表提取图象"},{"n":"LoadUbersplatHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取地面纹理变化","c":"如果不存在则返回空","t":"<1.24>从哈希表提取地面纹理变化"},{"n":"LoadRegionHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取区域(不规则)","c":"如果不存在则返回空","t":"<1.24>从哈希表提取区域(不规则)"},{"n":"LoadFogStateHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取迷雾状态","c":"如果不存在则返回空","t":"<1.24>从哈希表提取迷雾状态"},{"n":"LoadFogModifierHandleBJ","d":"在子索引${Value}主索引${Value}的${Hashtable}内提取可见度修正器","c":"如果不存在则返回空","t":"<1.24>从哈希表提取可见度修正器"},{"n":"RestoreUnitLocFacingAngleBJ","d":"从缓存读取单位,名称:${文字}类别名:${Category}缓存:${GameCache},所属玩家:${Player}创建点:${点}面向角度:${Angle}","c":"使用'最后读取的单位'来获取该单位.如果不存在该缓存数据,则'最后读取的单位'将被设为null.","t":"读取单位(面向角度)"},{"n":"RestoreUnitLocFacingPointBJ","d":"从缓存读取单位,名称:${文字}类别名:${Category}缓存:${GameCache},所属玩家:${Player}创建点:${点}面向:${指定点}","c":"使用'最后读取的单位'来获取该单位.如果不存在该缓存数据,则'最后读取的单位'将被设为null.","t":"读取单位(面向点)"},{"n":"GetLastRestoredUnitBJ","d":"最后读取的单位","c":"最后一个使用'游戏缓存-读取单位'动作创建的单位.","t":"最后读取的单位"},{"n":"FlushStoredMissionBJ","d":"删除类别${Category}在缓存${GameCache}中","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"删除类别"},{"n":"FlushChildHashtableBJ","d":"<1.24>清空${Value}位于${Hashtable}之内","c":"清空哈希表主索引下的所有数据","t":"<1.24>清空哈希表主索引"},{"n":"HaveStoredValue","d":"名称为${文字}的${Type}类缓存项被保存在类别:${Category}缓存:${GameCache}","c":"","t":"缓存项存在"},{"n":"HaveSavedValue","d":"子索引为${Value}的${Type}类数据被保存在主索引为${Value}的${Hashtable}中","c":"","t":"<1.24>哈希项存在"},{"n":"ShowCustomCampaignButton","d":"${Show/Hide}自定义战役按钮#${Number}","c":"","t":"显示/隐藏自定义战役按钮"},{"n":"IsCustomCampaignButtonVisibile","d":"自定义战役按钮#${Number}可见","c":"","t":"自定义战役按钮可见"},{"n":"SaveAndChangeLevelBJ","d":"保存游戏进度为:${Filename}并切换到关卡:${Filename}(${Show/Skip}计分屏)","c":"","t":"保存并切换关卡"},{"n":"SaveAndLoadGameBJ","d":"保存游戏进度为:${Filename}并读取进度:${Filename}(${Show/Skip}计分屏)","c":"","t":"保存并读取进度"},{"n":"GetPlayerStartLocationLoc","d":"${Player}的游戏开始位置","c":"会创建点.","t":"玩家开始位置"},{"n":"GetRectCenter","d":"${矩形区域}的中心点","c":"会创建点.","t":"矩形区域中心"},{"n":"AdjustPlayerStateBJ","d":"增加${Value}${Player}的${Property}","c":"使用负数来减少.","t":"增加属性"},{"n":"SetPlayerFlagBJ","d":"设置${PlayerFlag}${On/Off}对${Player}","c":"开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励.","t":"开启/关闭玩家参数"},{"n":"SetPlayerTaxRateBJ","d":"设置${Rate}%的${Resource}所得税,${Player}交纳给${Player}","c":"缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取.所得税最高为100%.且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家28黄金,玩家32黄金.","t":"设置税率"},{"n":"GetPlayerTaxRateBJ","d":"${Resource}所得税,${Player}交纳给${Player}","c":"所得税取值范围0-100.","t":"玩家税率"},{"n":"IsPlayerFlagSetBJ","d":"${PlayerFlag}为允许,对${Player}","c":"","t":"玩家参数开启"},{"n":"AddResourceAmountBJ","d":"增加${Quantity}黄金储量给${金矿}","c":"使用负数来减少黄金储量.","t":"增加黄金储量"},{"n":"GetConvertedPlayerId","d":"${Player}的玩家ID","c":"玩家ID取值1-16.","t":"玩家ID"},{"n":"ConvertedPlayer","d":"玩家${PlayerIndex}","c":"玩家ID取值1-16.","t":"转换玩家ID为玩家"},{"n":"GetRectWidthBJ","d":"${矩形区域}的宽度","c":"","t":"宽度"},{"n":"GetRectHeightBJ","d":"${矩形区域}的高度","c":"","t":"高度"},{"n":"BlightGoldMineForPlayer","d":"将${金矿}变为${Player}的不死族金矿","c":"金矿的储金量不会改变.","t":"创建不死族金矿(立即)"},{"n":"GetLastHauntedGoldMine","d":"最后创建的不死族金矿","c":"最后一个使用'中立建筑-创建不死族金矿'创建的不死族金矿.","t":"最后创建的不死族金矿"},{"n":"IsPointBlightedBJ","d":"${指定点}被荒芜地表覆盖","c":"","t":"点被荒芜地表覆盖"},{"n":"SetPlayerColorBJ","d":"将${Player}的玩家颜色改为${Color},并${Changing/Retainingcolor}玩家单位颜色","c":"","t":"改变玩家颜色"},{"n":"SetPlayerUnitAvailableBJ","d":"设置${单位类型}${Available/Unavailable}对${Player}","c":"设置玩家能否建造该单位.","t":"设置单位可用性"},{"n":"LockGameSpeedBJ","d":"锁定游戏速度","c":"使用该动作后无法改变游戏速度.","t":"锁定游戏速度"},{"n":"UnlockGameSpeedBJ","d":"解除锁定游戏速度","c":"解除'游戏-锁定游戏速度'对游戏速度的锁定.","t":"解除锁定游戏速度"},{"n":"GetDyingDestructable","d":"死亡的可破坏物","c":"响应'可破坏物死亡'事件.","t":"死亡的可破坏物"},{"n":"SetUnitRallyPoint","d":"设置${单位}的集结点到${指定点}","c":"建议用发布'setrally'命令来实现该功能.","t":"设置集结点(指定点)"},{"n":"SetUnitRallyUnit","d":"设置${单位}的集结点到${单位}","c":"建议用发布'setrally'命令来实现该功能.","t":"设置集结点(指定单位)"},{"n":"SetUnitRallyDestructable","d":"设置${单位}的集结点到${物件}","c":"建议用发布'setrally'命令来实现该功能.","t":"设置集结点(指定物件)"},{"n":"SetBlightRectBJ","d":"${Create/Remove}一块荒芜地表给${Player}在${Region}","c":"","t":"创建/删除荒芜地表(矩形区域)"},{"n":"SetBlightRadiusLocBJ","d":"${Create/Remove}一块荒芜地表给${Player}在圆心为${指定点}半径为${Radius}的圆范围","c":"","t":"创建/删除荒芜地表(圆范围)(指定点)"},{"n":"MeleeStartingVisibility","d":"使用对战昼夜设置","c":"","t":"使用对战昼夜设置"},{"n":"MeleeStartingResources","d":"设置初始资源","c":"","t":"设置初始资源"},{"n":"MeleeStartingHeroLimit","d":"使用对战英雄设置","c":"每个对战英雄只能建造1个.最大英雄数量为3.","t":"英雄限制"},{"n":"MeleeGrantHeroItems","d":"给首发英雄一个回城卷轴","c":"","t":"英雄初始物品"},{"n":"MeleeClearExcessUnits","d":"删除已使用开始点附近的中立生物","c":"","t":"删除多余单位"},{"n":"MeleeStartingUnits","d":"创建对战初始单位","c":"","t":"创建初始单位"},{"n":"MeleeStartingUnitsForPlayer","d":"创建${Race}的对战初始单位给${Player}在${指定点}(${Include/Exclude}英雄)","c":"","t":"创建初始单位(指定玩家)"},{"n":"MeleeStartingAI","d":"对电脑玩家运行对战AI脚本","c":"动作运行之前玩家要有初始单位和资源.","t":"运行AI"},{"n":"LockGuardPosition","d":"锁定${单位}的警戒点","c":"锁定并防止AI脚本改动单位警戒点.","t":"锁定指定单位的警戒点"},{"n":"MeleeInitVictoryDefeat","d":"强制使用对战胜利/失败条件","c":"动作运行之前玩家要有单位.","t":"强制胜利/失败条件"},{"n":"UnitDropItem","d":"让${单位}掉落一件${物品}","c":"在单位所在区域(32x32)内的随机点创建一个物品，注意当单位站在不可通行路径旁边时，该物品可能掉落其中而无法拾取。","t":"单位掉落的物品"},{"n":"GetObjectName","d":"${物体ID}的名称","c":"如'A01Z',物体编辑器中物体的名字","t":"物体名称[C]"},{"n":"Deg2Rad","d":"转换角度${Degrees}为弧度","c":"","t":"转换角度为弧度"},{"n":"Rad2Deg","d":"转换弧度${Radians}为角度","c":"","t":"转换弧度为角度"},{"n":"Sin","d":"Sin(${Angle})","c":"采用弧度制计算.","t":"正弦(弧度)[R]"},{"n":"Cos","d":"Cos(${Angle})","c":"采用弧度制计算.","t":"余弦(弧度)[R]"},{"n":"Tan","d":"Tan(${Angle})","c":"采用弧度制计算.","t":"正切(弧度)[R]"},{"n":"Asin","d":"Asin(${数值})","c":"采用弧度制计算.返回弧度取值-π/2—π/2.","t":"反正弦(弧度)[R]"},{"n":"Acos","d":"Acos(${数值})","c":"采用弧度制计算.返回弧度取值0—π.","t":"反余弦(弧度)[R]"},{"n":"Atan","d":"Atan(${数值})","c":"采用弧度制计算.返回弧度取值-π/2—π/2.","t":"反正切(弧度)[R]"},{"n":"Atan2","d":"Atan(${Y}:${X})","c":"采用弧度制计算.返回弧度取值-π/2—π/2.","t":"反正切(Y:X)(弧度)[R]"},{"n":"SquareRoot","d":"${实数}的平方根","c":"","t":"平方根"},{"n":"Pow","d":"${实数}的${实数}次幂","c":"","t":"幂运算"},{"n":"I2R","d":"转换${Integer}为实数","c":"","t":"转换整数为实数"},{"n":"R2I","d":"转换${Real}为整数","c":"舍弃小数部分.","t":"转换实数为整数"},{"n":"I2S","d":"转换${Integer}为字符串","c":"","t":"转换整数为字符串"},{"n":"R2S","d":"转换${Real}为字符串","c":"","t":"转换实数为字符串"},{"n":"R2SW","d":"转换${Real}为字符串,最小宽度:${Width},小数位数:${Precision}","c":"如:转换(1.234,7,2)后为''1.23''.转换(1.234,2,5)后为''1.23400''.","t":"格式转换实数为字符串"},{"n":"S2I","d":"转换${String}为整数","c":"","t":"转换字符串为整数"},{"n":"S2R","d":"转换${String}为实数","c":"","t":"转换字符串为实数"},{"n":"GetHandleId","d":"转换${Handle}为整数","c":"创建一个对应该handle的临时密钥,可以在哈希表中作为索引号使用.当该handle被彻底销毁时,密钥会被回收.","t":"<1.24>获取对象的h2i值[C]"},{"n":"SubString","d":"截取${字符串}的${Start}-${End}字节部分(不包括首字节)","c":"例:截取''Gruntsstink''的2-4字节部分=''un''.","t":"截取字符串[R]"},{"n":"StringLength","d":"${String}的长度","c":"","t":"字符串长度"},{"n":"StringCase","d":"转换${字符串}为${Lower/UpperCase}形式","c":"","t":"大小写转换"},{"n":"StringHash","d":"(${String})的哈希值","c":"获取一个对应该字符串的密钥，不同的字符串的密钥基本不可能相同，也很难找到两个不同的字符串他们有着相同的密钥。可以用于制作密码等功能。","t":"获取字符串的哈希值"},{"n":"GetLocalizedString","d":"本地字符串:${文字}","c":"获取ui\\\\framedef\\\\globalstrings.fdf中定义的字符串.","t":"本地字符串[R]"},{"n":"GetLocalizedHotkey","d":"本地热键:${文字}","c":"获取ui\\\\miscui.txt中定义的热键.","t":"本地热键"},{"n":"SetMapFlag","d":"设置${MapFlag}为${On/Off}","c":"","t":"设置地图参数"},{"n":"SetGameSpeed","d":"设定游戏速度为${Speed}","c":"你可以通过'游戏-锁定游戏速度'动作来锁定游戏速度.","t":"设定游戏速度"},{"n":"SetGameDifficulty","d":"设置当前游戏难度为${GameDifficulty}","c":"游戏难度只是作为运行AI的一个参考值,没有AI的地图该功能无用.","t":"设置游戏难度[R]"},{"n":"GetTeams","d":"队伍数量","c":"","t":"队伍数量"},{"n":"GetPlayers","d":"玩家数量","c":"地图编辑器中开启的玩家数量(1-12).","t":"玩家数量"},{"n":"IsMapFlagSet","d":"${MapFlag}已设置","c":"","t":"地图参数设置"},{"n":"GetGameSpeed","d":"当前游戏速度","c":"","t":"当前游戏速度"},{"n":"GetGameDifficulty","d":"当前游戏难度","c":"","t":"当前游戏难度"},{"n":"SetPlayerTeam","d":"设置${Player}的队伍为${队伍ID}","c":"","t":"设置玩家队伍"},{"n":"SetPlayerColor","d":"将${Player}的玩家颜色改为${Color}","c":"不改变现有单位的颜色.","t":"改变玩家颜色[R]"},{"n":"SetPlayerAlliance","d":"命令${Player}对${Player}设置${AllianceType}${On/Off}","c":"注意:可以对玩家自己设置联盟状态.可用来实现一些特殊效果.","t":"设置联盟状态(指定项目)[R]"},{"n":"SetPlayerTaxRate","d":"设置${Player}交纳给${Player}的${Resource}所得税为${Rate}%","c":"缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取.所得税最高为100%.且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家28黄金,玩家32黄金.","t":"设置税率[R]"},{"n":"SetPlayerName","d":"更改${Player}的名字为${文字}","c":"","t":"更改名字"},{"n":"SetPlayerOnScoreScreen","d":"设置${Player}${Show/Hide}在计分屏的显示.","c":"","t":"显示/隐藏计分屏显示[R]"},{"n":"GetPlayerTeam","d":"${Player}所属队伍编号","c":"","t":"玩家队伍"},{"n":"GetPlayerColor","d":"${Player}的颜色","c":"","t":"玩家颜色"},{"n":"GetPlayerController","d":"${Player}的控制者","c":"","t":"玩家控制者"},{"n":"GetPlayerSlotState","d":"${Player}的游戏状态","c":"","t":"玩家游戏状态"},{"n":"GetPlayerTaxRate","d":"${Player}需要交纳给${Player}的${Resource}所得税","c":"所得税取值范围0-100.","t":"玩家税率[R]"},{"n":"IsPlayerRacePrefSet","d":"${Player}选择了${RacePreference}","c":"","t":"玩家的种族选择"},{"n":"GetPlayerName","d":"${Player}的名字","c":"","t":"玩家名字"},{"n":"CreateTimer","d":"新建的计时器","c":"会创建计时器.","t":"新建计时器[R]"},{"n":"DestroyTimer","d":"删除${计时器}","c":"一般来说,计时器并不需要删除.只为某些有特别需求的用户提供.","t":"删除计时器[R]"},{"n":"TimerStart","d":"运行${计时器}，周期:${时间}秒，模式:${模式}，运行函数:${函数}","c":"等同于TimerStart","t":"运行计时器[C]"},{"n":"TimerGetElapsed","d":"${计时器}的逝去时间","c":"","t":"逝去时间"},{"n":"TimerGetRemaining","d":"${计时器}的剩余时间","c":"","t":"剩余时间"},{"n":"TimerGetTimeout","d":"${计时器}设置的时间","c":"","t":"设置时间"},{"n":"PauseTimer","d":"暂停${计时器}","c":"","t":"暂停计时器[R]"},{"n":"ResumeTimer","d":"恢复${计时器}","c":"","t":"恢复计时器[R]"},{"n":"GetExpiredTimer","d":"到期的计时器","c":"响应'时间-计时器到期'事件.","t":"到期的计时器"},{"n":"CreateGroup","d":"新建的空单位组","c":"会创建单位组.","t":"新建的单位组[R]"},{"n":"DestroyGroup","d":"删除${单位组}","c":"","t":"删除单位组[R]"},{"n":"GroupAddUnit","d":"为${单位组}添加${单位}","c":"并不影响单位本身.","t":"添加单位[R]"},{"n":"GroupRemoveUnit","d":"为${单位组}删除${单位}","c":"并不影响单位本身.","t":"移除单位[R]"},{"n":"GroupClear","d":"清空${单位组}内所有单位","c":"并不影响单位本身.","t":"清空单位组"},{"n":"GroupEnumUnitsInRange","d":"为${单位组}添加以(${坐标X},${坐标Y})为圆心，${半径}为半径的圆范围内，满足${条件}的单位","c":"","t":"选取单位添加到单位组(坐标)"},{"n":"GroupEnumUnitsInRangeOfLoc","d":"为${单位组}添加以${点}为圆心，${半径}为半径的圆范围内，满足${条件}的单位","c":"","t":"选取单位添加到单位组(点)"},{"n":"GroupEnumUnitsInRangeCounted","d":"为${单位组}添加以(${坐标X},${坐标Y})为圆心，${半径}为半径的圆范围内，满足${条件}的单位。无效项(${N})","c":"最后一项是无效项，建议用上一个UI","t":"选取单位添加到单位组(坐标)(不建议使用)"},{"n":"GroupEnumUnitsInRangeOfLocCounted","d":"为${单位组}添加以${点}为圆心，${半径}为半径的圆范围内，满足${条件}的单位。无效项(${N})","c":"最后一项是无效项，建议用上一个UI","t":"选取单位添加到单位组(点)(不建议使用)"},{"n":"GroupImmediateOrder","d":"对${单位组}发布${Order}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(无目标)"},{"n":"GroupImmediateOrderById","d":"对${单位组}发布${Order}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(无目标)(ID)"},{"n":"GroupPointOrder","d":"对${单位组}发布${Order}命令,目标点:(${X},${Y})","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定坐标)[R]"},{"n":"GroupPointOrderLoc","d":"对${单位组}发布${Order}命令,目标:${指定点}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定点)"},{"n":"GroupPointOrderById","d":"对${单位组}发布${Order}命令,目标点:(${X},${Y})","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定坐标)(ID)"},{"n":"GroupPointOrderByIdLoc","d":"对${单位组}发布${Order}命令,目标:${指定点}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定点)(ID)"},{"n":"GroupTargetOrder","d":"对${单位组}发布${Order}命令,目标:${单位}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定单位)"},{"n":"GroupTargetOrderById","d":"对${单位组}发布${Order}命令,目标:${单位}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定单位)(ID)"},{"n":"CreateForce","d":"新建空玩家组","c":"会创建玩家组.","t":"新建玩家组[R]"},{"n":"DestroyForce","d":"删除${玩家组}","c":"注意:不要删除系统预置的玩家组.","t":"删除玩家组[R]"},{"n":"ForceAddPlayer","d":"${玩家组}添加${玩家}","c":"并不影响玩家本身.","t":"添加玩家[R]"},{"n":"ForceRemovePlayer","d":"从${玩家组}中移除${玩家}","c":"并不影响玩家本身.","t":"移除玩家[R]"},{"n":"ForceClear","d":"清空${玩家组}内所有玩家","c":"并不影响玩家本身.","t":"清空玩家组"},{"n":"ForForce","d":"选取${玩家组}内所有玩家${做动作}","c":"玩家组动作中可使用'选取玩家'来获取对应的玩家.等待不能在组动作中运行.","t":"选取玩家组内玩家做动作"},{"n":"Rect","d":"左下角为(${X1},${Y1}),右上角为(${X2},${Y2})的矩形区域","c":"会创建矩形区域.","t":"新建矩形区域(指定边角坐标)"},{"n":"RectFromLoc","d":"左下角为${点1},右上角为${点2}的矩形区域","c":"会创建矩形区域.","t":"新建矩形区域(指定边角点)"},{"n":"RemoveRect","d":"删除${矩形区域}","c":"","t":"删除矩形区域[R]"},{"n":"SetRect","d":"重新设置${矩形区域},左下角坐标为(${X},${Y}),右上角坐标为(${X},${Y})","c":"该区域必须是一个变量.重新设置矩形区域的大小和位置.","t":"设置矩形区域(指定坐标)[R]"},{"n":"SetRectFromLoc","d":"重新设置${矩形区域},左下角点为${点}右上角点为${点}","c":"该区域必须是一个变量.重新设置矩形区域的大小和位置.","t":"设置矩形区域(指定点)[R]"},{"n":"MoveRectTo","d":"移动${矩形区域}到(${X},${Y})","c":"该区域必须是一个变量.目标点将作为该区域的新中心点.","t":"移动矩形区域(指定坐标)[R]"},{"n":"MoveRectToLoc","d":"移动${矩形区域}到${目标点}","c":"该区域必须是一个变量.目标点将作为该区域的新中心点.","t":"移动矩形区域(指定点)"},{"n":"GetRectCenterX","d":"${矩形区域}的中心X坐标","c":"","t":"中心X坐标"},{"n":"GetRectCenterY","d":"${矩形区域}的中心Y坐标","c":"","t":"中心Y坐标"},{"n":"GetRectMinX","d":"${矩形区域}的左下角X坐标","c":"","t":"左下角X坐标"},{"n":"GetRectMinY","d":"${矩形区域}的左下角Y坐标","c":"","t":"左下角Y坐标"},{"n":"GetRectMaxX","d":"${矩形区域}的右上角X坐标","c":"","t":"右上角X坐标"},{"n":"GetRectMaxY","d":"${矩形区域}的右上角Y坐标","c":"","t":"右上角Y坐标"},{"n":"CreateRegion","d":"新建区域","c":"会创建一个新的不规则区域,如果不往该区域添加点或地区,则该区域无效果.","t":"新建区域[R]"},{"n":"RemoveRegion","d":"删除${不规则区域}","c":"","t":"删除不规则区域[R]"},{"n":"RegionAddRect","d":"对${不规则区域}添加${矩形区域}","c":"区域是游戏中一个游戏地区的集合体,可以包含地区和点.","t":"添加区域[R]"},{"n":"RegionClearRect","d":"在${不规则区域}中移除${矩形区域}","c":"","t":"移除区域[R]"},{"n":"RegionAddCell","d":"对${不规则区域}添加单元点:(${X},${Y})","c":"单元点大小为32x32.","t":"添加单元点(指定坐标)[R]"},{"n":"RegionAddCellAtLoc","d":"对${不规则区域}添加单元点:${点}","c":"单元点大小为32x32.","t":"添加单元点(指定点)[R]"},{"n":"RegionClearCell","d":"在${不规则区域}中移除单元点:(${X},${Y})","c":"单元点大小为32x32.","t":"移除单元点(指定坐标)[R]"},{"n":"RegionClearCellAtLoc","d":"在${不规则区域}中移除单元点:${点}","c":"单元点大小为32x32.","t":"移除单元点(指定点)[R]"},{"n":"Location","d":"坐标(${X},${Y})","c":"会创建点.","t":"坐标点"},{"n":"RemoveLocation","d":"清除${点}","c":"点是堆积最多的垃圾资源,不需要再使用的点都要记得清除掉.","t":"清除点[R]"},{"n":"MoveLocation","d":"移动${点}到(${X},${Y})","c":"该点必须是一个变量.因为移动一个不可重用的点是无意义的.","t":"移动点[R]"},{"n":"GetLocationX","d":"${点}的X轴坐标","c":"","t":"点的X轴坐标"},{"n":"GetLocationY","d":"${点}的Y轴坐标","c":"","t":"点的Y轴坐标"},{"n":"GetLocationZ","d":"${点}的Z轴高度","c":"","t":"点的Z轴高度[R]"},{"n":"IsUnitInRegion","d":"${不规则区域}内存在${单位}","c":"","t":"在不规则区域内[R]"},{"n":"IsPointInRegion","d":"${不规则区域}内包含坐标(${X},${Y})","c":"TC_REGION","t":"包含坐标"},{"n":"IsLocationInRegion","d":"${不规则区域}内包含点:${点}","c":"TC_REGION","t":"包含点"},{"n":"CreateTrigger","d":"新建触发","c":"会创建一个新的触发器,如果对该功能不熟悉请慎用.","t":"新建触发[R]"},{"n":"DestroyTrigger","d":"删除${触发器}","c":"对不再使用的触发器可以使用该动作来删除.","t":"删除触发器[R]"},{"n":"EnableTrigger","d":"开启${Trigger}","c":"","t":"开启触发"},{"n":"DisableTrigger","d":"关闭${Trigger}","c":"","t":"关闭触发"},{"n":"IsTriggerEnabled","d":"${触发}处于开启状态","c":"","t":"触发开启"},{"n":"GetFilterUnit","d":"匹配单位","c":"在'选取单位满足条件'之类功能的条件中,指代被判断单位.","t":"匹配单位"},{"n":"GetEnumUnit","d":"选取单位","c":"使用'选取单位做动作'时,指代相应的单位.","t":"选取单位"},{"n":"GetFilterDestructable","d":"匹配的可破坏物","c":"在'选取可破坏物满足条件'之类功能的条件中,指代被判断的可破坏物.","t":"匹配的可破坏物"},{"n":"GetEnumDestructable","d":"选取的可破坏物","c":"使用'选取可破坏物做动作'时,指代相应的可破坏物.","t":"选取的可破坏物"},{"n":"GetFilterItem","d":"匹配物品","c":"在'选取物品满足条件'之类功能的条件中,指代被判断单位.","t":"匹配物品"},{"n":"GetEnumItem","d":"选取物品","c":"使用'选取物品做动作'时,指代相应的物品.","t":"选取物品"},{"n":"GetFilterPlayer","d":"匹配玩家","c":"在'选取玩家满足条件'之类功能的条件中,指代被判断玩家.","t":"匹配玩家"},{"n":"GetEnumPlayer","d":"选取玩家","c":"使用'选取玩家做动作'时,指代相应的玩家.","t":"选取玩家"},{"n":"GetTriggeringTrigger","d":"当前触发","c":"当前所运行的触发器.","t":"当前触发"},{"n":"GetTriggerEvalCount","d":"${Trigger}的触发条件判断次数","c":"","t":"触发条件判断次数"},{"n":"GetTriggerExecCount","d":"${Trigger}的触发动作运行次数","c":"","t":"触发动作运行次数"},{"n":"ExecuteFunc","d":"运行:${函数名}","c":"使用该功能运行的函数与触发独立,只能运行自定义无参数函数.","t":"运行函数[R]"},{"n":"TriggerRegisterVariableEvent","d":"${变量}的值${Operation}${值}","c":"这个事件只适用于实数类型的变量.","t":"实数变量事件"},{"n":"TriggerRegisterDialogButtonEvent","d":"${对话框按钮}被点击","c":"指定对话框按钮被点击,该事件一般需要在其他触发为其添加.","t":"对话框按钮被点击[R]"},{"n":"TriggerRegisterGameEvent","d":"该游戏将在${EventType}后结束","c":"该事件只出现在Battle.net的自动匹配游戏.","t":"比赛游戏事件"},{"n":"TriggerRegisterEnterRegion","d":"单位进入${区域}并满足${条件}","c":"使用'事件响应-进入的单位'来响应进入该区域的单位.该事件需要在其他触发为其添加.","t":"单位进入不规则区域(指定条件)[R]"},{"n":"GetTriggeringRegion","d":"触发区域","c":"响应单位进入/离开不规则区域事件.","t":"触发区域[R]"},{"n":"GetEnteringUnit","d":"进入的单位","c":"响应'单位进入区域'单位事件.","t":"进入的单位"},{"n":"TriggerRegisterLeaveRegion","d":"单位离开${区域}并满足${条件}","c":"使用'事件响应-离开的单位'来响应离开该区域的单位.该事件需要在其他触发为其添加.","t":"单位离开不规则区域(指定条件)[R]"},{"n":"GetLeavingUnit","d":"离开的单位","c":"响应'单位离开区域'单位事件.","t":"离开的单位"},{"n":"TriggerRegisterTrackableHitEvent","d":"鼠标点击${可追踪物}","c":"","t":"鼠标点击可追踪物[R]"},{"n":"TriggerRegisterTrackableTrackEvent","d":"鼠标移动到${可追踪物}","c":"","t":"鼠标移动到追踪对象[R]"},{"n":"GetTriggeringTrackable","d":"事件响应-触发可追踪物","c":"","t":"事件响应-触发可追踪物[R]"},{"n":"GetTournamentFinishSoonTimeRemaining","d":"比赛剩余时间","c":"响应'比赛事件'游戏将要结束.单位为秒.","t":"比赛剩余时间"},{"n":"GetTournamentFinishNowRule","d":"比赛结束规则","c":"1表示游戏开始时间已经超过限定时,无法以平局结束.其他值表示游戏还在初期阶段,此时退出游戏将以平局结束..","t":"比赛结束规则"},{"n":"GetTournamentScore","d":"${Player}的当前对战比赛得分","c":"对战游戏时如果游戏时间过长,系统将以该值来决定胜负.","t":"对战比赛得分"},{"n":"GetSaveBasicFilename","d":"存档文件名","c":"响应'游戏-保存进度'事件.","t":"存档文件名"},{"n":"GetTriggerPlayer","d":"触发玩家","c":"","t":"触发玩家"},{"n":"GetLevelingUnit","d":"升级的英雄","c":"响应'提升等级'单位事件.","t":"升级的英雄"},{"n":"GetLearningUnit","d":"学习技能的英雄","c":"响应'学习技能'单位事件.","t":"学习技能的英雄"},{"n":"GetLearnedSkill","d":"学习技能","c":"响应'学习技能'单位事件,指代被学习的技能.","t":"学习技能[R]"},{"n":"GetLearnedSkillLevel","d":"学习技能等级","c":"响应'学习技能'单位事件,指代被学习技能的等级.注意,该值为学习后的等级.","t":"学习技能等级"},{"n":"GetRevivableUnit","d":"可复活英雄","c":"响应'变为可复活的'单位事件.","t":"可复活英雄"},{"n":"GetRevivingUnit","d":"复活英雄","c":"响应'开始/取消/完成复活'单位事件.","t":"复活英雄"},{"n":"GetAttacker","d":"攻击单位","c":"响应'被攻击'单位事件.","t":"攻击单位"},{"n":"GetDyingUnit","d":"死亡单位","c":"响应'死亡'单位事件.","t":"死亡单位"},{"n":"GetDecayingUnit","d":"腐化的单位","c":"响应'开始腐化'单位事件.","t":"腐化的单位"},{"n":"GetConstructingStructure","d":"正在建造的建筑","c":"响应'开始建造建筑'单位事件.","t":"正在建造的建筑"},{"n":"GetCancelledStructure","d":"被取消的建筑","c":"响应'取消建造建筑'单位事件.","t":"被取消的建筑"},{"n":"GetConstructedStructure","d":"完成的建筑","c":"响应'完成建造建筑'单位事件.","t":"完成的建筑"},{"n":"GetResearchingUnit","d":"研究科技的单位","c":"响应'开始/取消/完成科技研究'单位事件.","t":"研究科技的单位"},{"n":"GetResearched","d":"被研究科技","c":"响应'开始/取消/完成科技研究'单位事件.","t":"被研究科技"},{"n":"GetTrainedUnitType","d":"训练单位类型","c":"响应'开始/取消/完成训练单位'单位事件,指代所训练的单位类型.","t":"训练单位类型"},{"n":"GetTrainedUnit","d":"训练单位","c":"响应'完成训练单位'单位事件,指代被训练单位.","t":"训练单位"},{"n":"GetSummoningUnit","d":"召唤者","c":"响应'召唤单位'单位事件.","t":"召唤者"},{"n":"GetSummonedUnit","d":"召唤单位","c":"响应'召唤单位'单位事件,指代被召唤单位.","t":"召唤单位"},{"n":"GetSellingUnit","d":"贩卖者","c":"响应'出售单位','出售物品'或'抵押物品'单位事件.","t":"贩卖者"},{"n":"GetSoldUnit","d":"被贩卖单位","c":"响应'出售单位'单位事件.","t":"被贩卖单位"},{"n":"GetBuyingUnit","d":"购买者","c":"响应'出售单位','出售物品'或'抵押物品'单位事件.","t":"购买者"},{"n":"GetSoldItem","d":"被售出物品","c":"响应'出售物品'或'抵押物品'单位事件.","t":"被售出物品"},{"n":"GetChangingUnit","d":"被改变所有者的单位","c":"响应'改变所有者'单位事件.","t":"被改变所有者的单位"},{"n":"GetChangingUnitPrevOwner","d":"原所有者","c":"响应'改变所有者'单位事件,指代单位原来的所有者.","t":"原所有者"},{"n":"GetManipulatingUnit","d":"操作物品的单位","c":"响应'使用/获得/丢失物品'单位事件.","t":"操作物品的单位"},{"n":"GetManipulatedItem","d":"被操作物品","c":"响应'使用/得到/丢弃物品'单位事件.","t":"被操作物品"},{"n":"GetOrderedUnit","d":"发布命令的单位","c":"响应'发布命令'单位事件.","t":"发布命令的单位"},{"n":"GetOrderPointX","d":"命令发布点X坐标","c":"用坐标代替点可以省去创建、删除点的麻烦.","t":"命令发布点X坐标[R]"},{"n":"GetOrderPointY","d":"命令发布点Y坐标","c":"用坐标代替点可以省去创建、删除点的麻烦.","t":"命令发布点Y坐标[R]"},{"n":"GetOrderPointLoc","d":"命令发布点","c":"响应'发布指定点目标命令'单位事件.会创建点.","t":"命令发布点"},{"n":"GetOrderTargetDestructable","d":"命令发布目标","c":"响应'发布指定物体目标命令'单位事件并以可破坏物为目标时.","t":"命令发布目标(可破坏物)"},{"n":"GetOrderTargetItem","d":"命令发布目标","c":"响应'发布指定物体目标命令'单位事件并以物品为目标时.","t":"命令发布目标"},{"n":"GetOrderTargetUnit","d":"命令发布目标","c":"响应'发布指定物体目标命令'单位事件并以单位为目标时.","t":"命令发布目标"},{"n":"GetSpellAbilityUnit","d":"施法单位","c":"响应'施放技能'单位事件.","t":"施法单位"},{"n":"GetSpellAbilityId","d":"施放技能","c":"响应施放技能单位事件,指代被施放的技能.","t":"施放技能"},{"n":"GetSpellTargetLoc","d":"技能施放点","c":"响应'技能施放'单位事件.注意技能施放结束将无法捕获该点.会创建点.","t":"技能施放点"},{"n":"GetSpellTargetDestructable","d":"技能施放目标","c":"响应'施放技能'单位事件并以可破坏物为目标时.注意:技能施放结束将无法捕获施放目标.","t":"技能施放目标(可破坏物)"},{"n":"GetSpellTargetItem","d":"技能施放目标","c":"响应施放技能单位事件并以物品为目标时.注意:技能施放结束将无法捕获施放目标.","t":"技能施放目标"},{"n":"GetSpellTargetUnit","d":"技能施放目标","c":"响应'施放技能'单位事件并以单位为目标时.注意:技能施放结束将无法捕获施放目标.","t":"技能施放目标"},{"n":"TriggerRegisterPlayerAllianceChange","d":"${Player}更改${AllianceType}设置","c":"当改变项目为【共享单位】时，(触发玩家)会不生效，此时不建议使用【任意玩家】事件。","t":"联盟状态更改(指定项目)"},{"n":"TriggerRegisterPlayerStateEvent","d":"${玩家}的${Property}属性${Operation}${值}","c":"","t":"属性事件"},{"n":"TriggerRegisterPlayerChatEvent","d":"${玩家}输入${Text},信息过滤方式${MatchType}","c":"事件ID是(096)","t":"输入聊天信息"},{"n":"GetEventPlayerChatString","d":"输入的聊天信息","c":"","t":"输入的聊天信息"},{"n":"GetEventPlayerChatStringMatched","d":"匹配的聊天信息","c":"","t":"匹配的聊天信息"},{"n":"TriggerRegisterDeathEvent","d":"${可破坏物}死亡","c":"使用'事件响应-死亡的可破坏物'来获取死亡物体.","t":"可破坏物死亡"},{"n":"GetTriggerUnit","d":"触发单位","c":"","t":"触发单位"},{"n":"TriggerRegisterUnitEvent","d":"${指定单位}${事件}","c":"","t":"指定单位事件"},{"n":"GetEventDamage","d":"单位所受伤害","c":"响应'受到伤害'单位事件,指代单位所受伤害.","t":"伤害值"},{"n":"GetEventDamageSource","d":"伤害来源","c":"响应'受到伤害'单位事件.","t":"伤害来源"},{"n":"GetEventTargetUnit","d":"事件目标单位","c":"响应'注意到/获取攻击目标'单位事件,指代目标单位.","t":"事件目标单位"},{"n":"TriggerSleepAction","d":"等待${Time}秒","c":"该延迟功能受真实时间的影响(也就是玩家机器上的时间).因此每个玩家所延迟的时间可能不一致.","t":"等待(玩家时间)"},{"n":"TriggerEvaluate","d":"${触发}的条件成立","c":"","t":"触发条件成立"},{"n":"TriggerExecute","d":"运行${触发}(无视条件)","c":"无视事件和条件,运行触发动作.","t":"运行触发(无视条件)"},{"n":"CreateDestructableZ","d":"新建的${可破坏物类型}在(${X},${Y},${Z}),面向角度:${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"坐标为(X,Y,Z)格式.面向角度采用角度制,0度为正东方向,90度为正北方向.","t":"新建可破坏物[R]"},{"n":"CreateDeadDestructableZ","d":"新建死亡的${可破坏物类型}在(${X},${Y},${Z\\),面向角度:\\}${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"坐标为(X,Y,Z)格式.面向角度采用角度制,0度为正东方向,90度为正北方向.","t":"新建可破坏物(死亡的)[R]"},{"n":"RemoveDestructable","d":"删除${可破坏物}","c":"","t":"删除"},{"n":"KillDestructable","d":"杀死${可破坏物}","c":"","t":"杀死"},{"n":"GetDestructableTypeId","d":"${可破坏物}的类型","c":"","t":"指定可破坏物的类型"},{"n":"GetDestructableX","d":"${可破坏物}所在X轴坐标","c":"","t":"可破坏物所在X轴坐标[R]"},{"n":"SetDestructableLife","d":"设置${可破坏物}的生命值为${Value}","c":"","t":"设置生命值(指定值)"},{"n":"GetDestructableLife","d":"${可破坏物}的当前生命值","c":"","t":"生命值"},{"n":"GetDestructableMaxLife","d":"${可破坏物}的最大生命值","c":"","t":"最大生命值"},{"n":"DestructableRestoreLife","d":"复活${Destructible},设置生命值为${Value}并${Show/Hide}生长动画","c":"","t":"复活"},{"n":"SetDestructableAnimationSpeed","d":"改变${可破坏物}的动画播放速度为正常的${Percent}倍","c":"设置1倍动画播放速度来恢复正常状态.","t":"改变可破坏物动画播放速度[R]"},{"n":"ShowDestructable","d":"设置${可破坏物}的状态为${Show/Hide}","c":"隐藏的可破坏物不被显示,但仍影响通行和视线.","t":"显示/隐藏[R]"},{"n":"GetDestructableOccluderHeight","d":"${可破坏物}的闭塞高度","c":"","t":"闭塞高度"},{"n":"SetDestructableOccluderHeight","d":"设置${可破坏物}的闭塞高度为${Height}","c":"","t":"设置闭塞高度"},{"n":"GetDestructableName","d":"${物件}的名字","c":"","t":"物件名字"},{"n":"CreateItem","d":"新建${物品}在(${X},${Y})","c":"","t":"创建"},{"n":"RemoveItem","d":"删除${物品}","c":"","t":"删除"},{"n":"GetItemPlayer","d":"${物品}的所属玩家","c":"与持有者无关,默认为中立被动玩家.","t":"物品所属玩家"},{"n":"GetItemTypeId","d":"${物品}的类型","c":"","t":"指定物品的类型"},{"n":"GetItemX","d":"${物品}的X轴坐标","c":"","t":"物品的X轴坐标[R]"},{"n":"GetItemY","d":"${物品}的Y轴坐标","c":"","t":"物品的Y轴坐标[R]"},{"n":"SetItemPosition","d":"移动${物品}到(${X},${Y})","c":"","t":"移动物品到坐标(立即)(指定坐标)[R]"},{"n":"SetItemPawnable","d":"设置${物品}${Pawnable/Unpawnable}","c":"不可抵押物品不能被卖到商店.","t":"设置物品可否抵押"},{"n":"IsItemInvulnerable","d":"${物品}是无敌的","c":"","t":"物品无敌"},{"n":"SetItemVisible","d":"设置${物品}的状态为:${Show/Hide}","c":"只对在地面的物品有效,不会影响在物品栏中的物品.单位通过触发得到一个隐藏物品时,会自动显示该物品.","t":"显示/隐藏[R]"},{"n":"IsItemVisible","d":"${物品}是可见的","c":"物品不被隐藏且不被单位持有时即为可见的.","t":"物品可见[R]"},{"n":"IsItemOwned","d":"${物品}是被持有的","c":"在物品栏中的物品都是被持有的.就算单位正处于死亡状态.","t":"物品被持有"},{"n":"IsItemPowerup","d":"${物品}是拾取时自动使用类物品","c":"","t":"物品是拾取时自动使用的[R]"},{"n":"IsItemSellable","d":"${物品}可被市场随机出售","c":"","t":"物品可被市场随机出售[R]"},{"n":"IsItemPawnable","d":"${物品}可被抵押","c":"","t":"物品可被抵押[R]"},{"n":"GetItemLevel","d":"${物品}的物品等级","c":"","t":"物品等级"},{"n":"GetItemType","d":"${物品}的分类","c":"","t":"指定物品的分类"},{"n":"SetItemDropID","d":"设置${物品}产生${单位类型}","c":"设置重生神符对应的单位类型后，当英雄吃了重生神符，则会产生指定类型的单位。","t":"设置重生神符的产生单位类型"},{"n":"GetItemName","d":"${物品}的名字","c":"","t":"物品名字"},{"n":"GetItemCharges","d":"${物品}的使用次数","c":"无限使用物品将返回0.","t":"使用次数"},{"n":"SetItemCharges","d":"设置${物品}的使用次数为${Charges}","c":"设置为0可以使物品能无限次使用.","t":"设置物品使用次数"},{"n":"GetItemUserData","d":"${物品}的自定义值","c":"可以使用'物品-设置自定义值'来设置该值.","t":"物品自定义值"},{"n":"SetItemUserData","d":"设置${物品}的自定义值为${Index}","c":"物品自定义值只用于触发器.可以用来为物品绑定一个整型数据.","t":"设置物品自定义值"},{"n":"CreateUnit","d":"为玩家${玩家}创建一个${单位}在(X坐标:${输入坐标}Y坐标:${输入坐标}),面向角度:${facing}","c":"不能被'最后创建的单位'捕获之","t":"创建单位(指定坐标)[C]"},{"n":"CreateUnitAtLoc","d":"为玩家${玩家}创建一个${单位}在${指定点}面向角度:${Face}度","c":"不能被'最后创建的单位'捕获之","t":"创建单位(指定点)[C]"},{"n":"CreateCorpse","d":"新建${玩家}的${单位}的尸体在(${X},${Y}),面向角度:${Face}度","c":"","t":"新建尸体[R]"},{"n":"KillUnit","d":"杀死${单位}","c":"","t":"杀死"},{"n":"RemoveUnit","d":"删除${单位}","c":"被删除的单位不会留下尸体.如果是英雄则不能再被复活.","t":"删除"},{"n":"ShowUnit","d":"设置${单位}的状态为${显示/隐藏}","c":"隐藏单位不会被'区域内单位'所选取.","t":"显示/隐藏[R]"},{"n":"SetUnitState","d":"设置${单位}的${属性}为${Value}","c":"","t":"设置单位属性[R]"},{"n":"SetUnitX","d":"设置${单位}的X坐标为${X}","c":"注意如果坐标超出地图边界是会出错的.","t":"设置X坐标[R]"},{"n":"SetUnitY","d":"设置${单位}的Y坐标为${Y}","c":"注意如果坐标超出地图边界是会出错的.","t":"设置Y坐标[R]"},{"n":"SetUnitPosition","d":"立即移动${单位}到(${X},${Y})","c":"","t":"移动单位(立即)(指定坐标)[R]"},{"n":"SetUnitPositionLoc","d":"立即移动${单位}到${指定点}","c":"","t":"移动单位(立即)(指定点)"},{"n":"SetUnitFacing","d":"设置${单位}的面向角度为${Angle}度","c":"面向角度采用角度制,0度为正东方向,90度为正北方向。速度等于单位的转身速度。","t":"设置单位面向角度[R]"},{"n":"SetUnitFacingTimed","d":"设置${单位}的面向角度为${Angle}度,使用时间${Time}秒","c":"面向角度采用角度制,0度为正东方向,90度为正北方向。不能超过单位的转身速度。","t":"设置单位面向角度(指定时间)"},{"n":"SetUnitMoveSpeed","d":"设置${单位}的移动速度为${Speed}","c":"","t":"设置移动速度"},{"n":"SetUnitPropWindow","d":"改变${单位}的转向角度为${数值}(弧度制)","c":"设置单位转身时的转向角度.数值越大转向幅度越大.","t":"改变单位转向角度(弧度制)[R]"},{"n":"SetUnitCreepGuard","d":"设置${单位}的警戒点:${option}","c":"锁定并防止AI脚本改动单位警戒点.","t":"锁定指定单位的警戒点[R]"},{"n":"GetUnitAcquireRange","d":"${单位}的当前主动攻击范围","c":"","t":"当前主动攻击范围"},{"n":"GetUnitTurnSpeed","d":"${单位}的当前转身速度","c":"转身速度表示单位改变面向方向时的速度.数值越小表示转身越慢.","t":"当前转身速度"},{"n":"GetUnitPropWindow","d":"${单位}的当前转向角度(弧度制)","c":"单位转身时的转向角度.数值越大转向幅度越大.","t":"当前转向角度(弧度制)[R]"},{"n":"GetUnitFlyHeight","d":"${单位}的当前飞行高度","c":"飞行单位可以直接改变飞行高度.其他单位通过添加/删除替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度.","t":"当前飞行高度"},{"n":"GetUnitDefaultAcquireRange","d":"${单位}的默认主动攻击范围","c":"","t":"默认主动攻击范围"},{"n":"GetUnitDefaultTurnSpeed","d":"${单位}的默认转身速度","c":"转身速度表示单位改变面向方向时的速度.数值越小表示转身越慢.","t":"默认转身速度"},{"n":"GetUnitDefaultFlyHeight","d":"${单位}的默认飞行高度","c":"飞行单位可以直接改变飞行高度.其他单位通过添加/删除替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度.","t":"默认飞行高度"},{"n":"SetUnitOwner","d":"改变${单位}所属为${Player}并${Change/RetainColor}","c":"","t":"改变所属"},{"n":"SetUnitColor","d":"改变${单位}的队伍颜色为${Color}","c":"改变队伍颜色并不会改变单位所属.","t":"改变队伍颜色"},{"n":"SetUnitScale","d":"改变${单位}的尺寸缩放为:(${X},${Y},${Z})","c":"缩放尺寸使用(长,宽,高)格式.","t":"改变单位尺寸(按倍数)[R]"},{"n":"SetUnitTimeScale","d":"改变${单位}的动画播放速度为正常速度的${Percent}倍","c":"设置1倍动画播放速度来恢复正常状态.","t":"改变单位动画播放速度(按倍数)[R]"},{"n":"SetUnitVertexColor","d":"改变${单位}的颜色值:(${Red},${Green},${Blue}),透明值:${Transparency}","c":"颜色格式为(红,绿,蓝).大多数单位使用(255,255,255)的颜色值和255的Alpha值.透明值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"改变单位的颜色(RGB:0-255)[R]"},{"n":"SetUnitAnimation","d":"播放${Unit}的${动画名}动作","c":"通过'重置单位动作'恢复到普通的动作.","t":"播放单位动画"},{"n":"SetUnitAnimationByIndex","d":"播放${单位}的第${序号}号动作","c":"可以指定播放所有的单位动画,不过需要自己多尝试.每个单位的动作序号不一样的.","t":"播放单位指定序号动动作[R]"},{"n":"SetUnitAnimationWithRarity","d":"播放${单位}的${AnimationName}动作,只用${Rarity}动作","c":"通过'重置单位动作'恢复到普通的动作.","t":"播放单位动运作(指定概率)"},{"n":"AddUnitAnimationProperties","d":"给${单位}附加动作${Tag},状态为${Add/Remove}","c":"比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态.","t":"添加/删除单位动画附加名[R]"},{"n":"SetUnitLookAt","d":"锁定${单位}的${Source}朝向${目标单位},偏移坐标(${X},${Y},${Z})","c":"单位的该身体部件会一直朝向目标单位的偏移坐标点处,直到使用'重置身体朝向'.坐标偏移以目标单位脚下为坐标原点.","t":"锁定身体朝向"},{"n":"ResetUnitLookAt","d":"重置${单位}的身体朝向","c":"恢复单位的身体朝向为正常状态.","t":"重置身体朝向"},{"n":"SetUnitRescuable","d":"设置${单位}对${玩家}${Rescuable/Unrescuable}","c":"","t":"设置可否营救(对玩家)[R]"},{"n":"SetUnitRescueRange","d":"设置${单位}的营救范围为${Range}","c":"","t":"设置营救范围"},{"n":"SetHeroStr","d":"设置${英雄}的力量为${Value},(${Permanent}永久奖励)","c":"永久奖励貌似无效项,不需要理会.","t":"设置英雄力量[R]"},{"n":"SetHeroAgi","d":"设置${英雄}的敏捷为${Value},(${Permanent}永久奖励)","c":"永久奖励貌似无效项,不需要理会.","t":"设置英雄敏捷[R]"},{"n":"SetHeroInt","d":"设置${英雄}的智力为${Value},(${Permanent}永久奖励)","c":"永久奖励貌似无效项,不需要理会.","t":"设置英雄智力[R]"},{"n":"GetHeroStr","d":"${英雄}的力量值(${Include/Exclude}加成)","c":"","t":"英雄力量[R]"},{"n":"GetHeroAgi","d":"${英雄}的敏捷值(${Include/Exclude}加成)","c":"","t":"英雄敏捷[R]"},{"n":"GetHeroInt","d":"${英雄}的智力值(${Include/Exclude}加成)","c":"","t":"英雄智力[R]"},{"n":"UnitStripHeroLevel","d":"降低${Hero}${Level}个等级","c":"只能降低等级.英雄经验将重置为该等级的初始值.","t":"降低等级[R]"},{"n":"GetHeroXP","d":"${英雄}的经验值","c":"","t":"英雄经验值"},{"n":"SetHeroXP","d":"设置${Hero}的经验值为${Quantity},${Show/Hide}升级动画","c":"经验值不能倒退.","t":"设置经验值"},{"n":"GetHeroSkillPoints","d":"${英雄}的未分配技能点数","c":"","t":"未分配技能点数"},{"n":"UnitModifySkillPoints","d":"增加${英雄}${Value}点剩余技能点","c":"","t":"添加剩余技能点[R]"},{"n":"AddHeroXP","d":"增加${Hero}${Quantity}点经验值,${Show/Hide}升级动画","c":"经验值不能倒退.","t":"增加经验值[R]"},{"n":"GetHeroLevel","d":"${英雄}的英雄等级","c":"","t":"英雄等级"},{"n":"GetUnitLevel","d":"${单位}的等级","c":"对于英雄则会返回其英雄等级.","t":"单位等级"},{"n":"GetHeroProperName","d":"${Hero}的称谓","c":"如圣骑士会返回'无惧的布赞恩'而不是'圣骑士'.","t":"英雄称谓"},{"n":"SuspendHeroXP","d":"${Enable/Disable}${Hero}的经验获取","c":"","t":"允许/禁止经验获取[R]"},{"n":"IsSuspendedXP","d":"${Hero}不可获得经验","c":"可使用'英雄-允许/禁止经验获取'来设置该项.","t":"经验不可获得"},{"n":"SelectHeroSkill","d":"命令${Hero}学习技能${Skill}","c":"只有当英雄有剩余技能点时有效.","t":"学习技能"},{"n":"GetUnitAbilityLevel","d":"${单位}的${技能}技能等级","c":"如果单位没有该技能,则返回0.","t":"单位技能等级[R]"},{"n":"DecUnitAbilityLevel","d":"使${单位}的${技能}等级降低1级","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"降低技能等级[R]"},{"n":"IncUnitAbilityLevel","d":"使${单位}的${技能}等级提升1级","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"提升技能等级[R]"},{"n":"SetUnitAbilityLevel","d":"设置${单位}的${技能}等级为${Level}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"设置技能等级[R]"},{"n":"ReviveHero","d":"立即复活${英雄}在(${X},${Y}),${Show/Hide}复活动画","c":"如果英雄正在祭坛复活,则会退回部分花费(默认为100%).","t":"立即复活(指定坐标)[R]"},{"n":"ReviveHeroLoc","d":"立即复活${英雄}在${指定点},${Show/Hide}复活动画","c":"如果英雄正在祭坛复活,则会退回部分花费(默认为100%).","t":"立即复活(指定点)"},{"n":"SetUnitInvulnerable","d":"设置${单位}${Invulnerable/Vulnerable}","c":"","t":"设置无敌/可攻击"},{"n":"PauseUnit","d":"设置${单位}${Pause/Unpause}","c":"","t":"暂停/恢复[R]"},{"n":"SetUnitPathing","d":"设置${单位}${On/Off}碰撞","c":"关闭碰撞的单位无视障碍物,但其他单位仍视其为障碍物.","t":"设置碰撞开关"},{"n":"ClearSelection","d":"清空所有玩家的选择","c":"使玩家取消选择所有已选单位.","t":"清空选择(所有玩家)"},{"n":"GetUnitPointValue","d":"${单位}的附加值","c":"单位附加值不可改变.可以做一些特殊用途.比如TD地图中的建筑贩卖价格.","t":"单位附加值"},{"n":"GetUnitPointValueByType","d":"${单位类型}的附加值","c":"单位附加值不可改变.可以做一些特殊用途.比如TD地图中的建筑贩卖价格.","t":"单位附加值(指定单位类型)"},{"n":"UnitAddItem","d":"给予${单位}${物品}","c":"","t":"给予物品[R]"},{"n":"UnitAddItemToSlotById","d":"给予${单位}${物品类型}并放在物品栏#${数值}","c":"注意:物品栏编号从0-5,而不是1-6.该动作创建的物品不被'最后创建的物品'所记录.","t":"新建物品到指定物品栏[R]"},{"n":"UnitHasItem","d":"${Hero}拥有${物品}","c":"","t":"持有物品"},{"n":"UnitItemInSlot","d":"${单位}物品栏第${Index}格的物品","c":"第一个单位格的位置为0.","t":"单位持有物品"},{"n":"UnitDropItemPoint","d":"命令${单位}丢弃物品${物品}到坐标:(${X},${Y})","c":"","t":"发布丢弃物品命令(指定坐标)[R]"},{"n":"UnitDropItemSlot","d":"命令${单位}移动${物品}到物品栏#${Index}","c":"只有当单位持有该物品时才有效.注意:该函数中物品栏编号从0-5,而不是1-6.","t":"移动物品到物品栏[R]"},{"n":"UnitUseItem","d":"命令${单位}使用${物品}","c":"","t":"使用物品(无目标)"},{"n":"UnitUseItemPoint","d":"命令${单位}使用${物品},目标坐标:(${X},${Y})","c":"","t":"使用物品(指定坐标)"},{"n":"UnitUseItemTarget","d":"命令${单位}使用${物品},目标:${单位}","c":"","t":"使用物品(对单位)"},{"n":"GetUnitX","d":"${单位}所在X轴坐标","c":"","t":"单位所在X轴坐标[R]"},{"n":"GetUnitMoveSpeed","d":"${单位}的当前移动速度","c":"","t":"当前移动速度"},{"n":"GetUnitDefaultMoveSpeed","d":"${单位}的默认移动速度","c":"","t":"默认移动速度"},{"n":"GetUnitState","d":"${单位}的${Property}","c":"","t":"属性[R]"},{"n":"GetOwningPlayer","d":"${单位}的所有者","c":"","t":"单位所有者"},{"n":"GetUnitTypeId","d":"${单位}的类型","c":"","t":"指定单位的类型"},{"n":"GetUnitRace","d":"${单位}所属种族","c":"物体编辑器中设置的单位所属种族.","t":"单位种族"},{"n":"GetUnitName","d":"${单位}的名字","c":"","t":"单位名字"},{"n":"GetUnitFoodUsed","d":"${单位}使用的人口数量","c":"","t":"单位使用人口数量"},{"n":"GetUnitFoodMade","d":"${单位}提供的人口数量","c":"","t":"单位提供人口数量"},{"n":"GetFoodMade","d":"${单位类型}提供的人口数量","c":"","t":"单位提供人口数量(指定单位类型)"},{"n":"GetFoodUsed","d":"${单位类型}使用的人口数量","c":"","t":"单位使用人口数量(指定单位类型)"},{"n":"SetUnitUseFood","d":"设置${单位}:${Enable/Disable}其人口占用","c":"","t":"允许/禁止人口占用[R]"},{"n":"GetUnitRallyPoint","d":"${单位}的集结点位置","c":"如果单位没有设置集结点,则返回null.设置自己为集结点可取消集结点设置.会创建点.","t":"单位集结点"},{"n":"GetUnitRallyUnit","d":"${单位}的集结点目标","c":"如果指定单位没有设置集结点到单位目标,则返回null.","t":"单位集结点目标"},{"n":"GetUnitRallyDestructable","d":"${单位}的集结点目标","c":"如果指定单位没有设置集结点到可破坏物上,则返回null.","t":"单位集结点目标"},{"n":"IsUnitInGroup","d":"${单位}在${单位组}中","c":"","t":"在单位组"},{"n":"IsUnitInForce","d":"${单位}属于${玩家组}里的玩家","c":"判断单位是否属于这个玩家组里的玩家。","t":"是玩家组里玩家的单位"},{"n":"IsUnitOwnedByPlayer","d":"${单位}属于${Player}","c":"判断单位是否属于这个玩家。","t":"是玩家的单位"},{"n":"IsUnitAlly","d":"${单位}是${Player}的同盟单位","c":"包括中立状态.单向判断玩家对单位是否为不侵犯状态.","t":"是玩家的同盟单位"},{"n":"IsUnitEnemy","d":"${单位}是${Player}的敌对单位","c":"不包括中立状态.单向判断玩家对单位是否为敌对侵犯.","t":"是玩家的敌对单位"},{"n":"IsUnitVisible","d":"${单位}对${Player}可见","c":"","t":"单位可见"},{"n":"IsUnitDetected","d":"${单位}处在${玩家}的真实视野范围内","c":"用来判断单位在这个玩家反隐形范围内，注：不包含该玩家同盟的反隐范围。","t":"被检测到"},{"n":"IsUnitInvisible","d":"${单位}对${Player}不可见","c":"","t":"单位不可见"},{"n":"IsUnitFogged","d":"${单位}在${Player}的迷雾范围内","c":"黑色阴影内的单位不被计算在内.","t":"单位在迷雾中"},{"n":"IsUnitMasked","d":"${单位}在${Player}的黑色阴影内","c":"","t":"单位在黑色阴影中"},{"n":"IsUnitSelected","d":"${单位}被${Player}选择","c":"","t":"被玩家选择"},{"n":"IsUnitRace","d":"${单位}是${Race}","c":"","t":"单位种族检查"},{"n":"IsUnitType","d":"${单位}是${Type}","c":"","t":"单位类别检查"},{"n":"IsUnit","d":"${单位}与${单位}相同","c":"用来判断两个单位是否相等。","t":"单位检查"},{"n":"IsUnitInRange","d":"${单位}在距离${指定单位}${范围}范围内","c":"","t":"在指定单位范围内[R]"},{"n":"IsUnitInRangeXY","d":"${单位}在距离坐标(${X},${Y})${范围}范围内","c":"","t":"在指定坐标范围内[R]"},{"n":"IsUnitInRangeLoc","d":"${单位}在距离${指定点}${范围}范围内","c":"","t":"在指定点范围内[R]"},{"n":"IsUnitIdType","d":"${单位类型}是${Type}","c":"","t":"单位类别检查(指定单位类型)"},{"n":"UnitShareVision","d":"设置${单位}的视野对${Player}${on/off}","c":"","t":"共享视野[R]"},{"n":"UnitSuspendDecay","d":"设置${单位}的尸体腐烂状态:${Suspend/Resume}","c":"只对已完成死亡动作的尸体有效.","t":"暂停尸体腐烂[R]"},{"n":"UnitAddType","d":"为${单位}添加${Classification}类别","c":"已去除所有无效类别.","t":"添加类别[R]"},{"n":"UnitRemoveType","d":"为${单位}删除${Classification}类别","c":"已去除所有无效类别.","t":"删除类别[R]"},{"n":"UnitAddAbility","d":"为${单位}添加${技能}","c":"","t":"添加技能[R]"},{"n":"UnitRemoveAbility","d":"为${单位}删除${技能}","c":"","t":"删除技能[R]"},{"n":"UnitMakeAbilityPermanent","d":"设置${单位}${是否}${技能}永久性","c":"如触发添加给单位的技能就是非永久性的,非永久性技能在变身并回复之后会丢失掉.这类情况就需要设置技能永久性.","t":"设置技能永久性[R]"},{"n":"UnitCountBuffsEx","d":"${单位}的附带Buff数量,(${Include/Exclude}正面Buff,${Include/Exclude}负面Buff${Include/Exclude}魔法Buff,${Include/Exclude}物理Buff${Include/Exclude}生命周期,${Include/Exclude}光环效果${Include/Exclude}不可驱散Buff)","c":"","t":"拥有Buff数量[R]"},{"n":"UnitAddSleepPerm","d":"使${单位}${Sleep/RemainAwake}","c":"使用该功能前必须用触发为单位添加'一直睡眠'技能.","t":"控制单位睡眠状态"},{"n":"UnitApplyTimedLife","d":"为${单位}设置${BuffType}类型的生命周期,持续时间为${Duration}秒","c":"","t":"设置生命周期[R]"},{"n":"UnitResetCooldown","d":"重置${单位}的所有技能冷却时间","c":"如果要重置单一技能的CD,可以通过删除技能+添加技能+设置技能等级来完成.","t":"重置技能CD"},{"n":"UnitSetConstructionProgress","d":"设置${Building}的建造进度条为${Progress}%","c":"只作用于正在建造的建筑.","t":"设置建筑建造进度条"},{"n":"UnitSetUpgradeProgress","d":"设置${Building}的升级进度条为${Progress}%","c":"只作用于正在升级的建筑.是建筑A升级为建筑B的升级,不是科技的研究.","t":"设置建筑升级进度条"},{"n":"UnitPauseTimedLife","d":"使${单位}${Pause/Unpause}生命周期","c":"只有召唤单位有生命周期.","t":"暂停/恢复生命周期[R]"},{"n":"UnitDamagePoint","d":"命令${单位}在${Seconds}秒后对半径为${Size}圆心为(${X},${Y})的范围造成${Amount}点伤害(${是}攻击伤害,${是}远程攻击)攻击类型:${AttackType}伤害类型:${DamageType}装甲类型:${WeaponType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害区域[R]"},{"n":"UnitDamageTarget","d":"命令${单位}对${Target}造成${Amount}点伤害(${是}攻击伤害,${是}远程攻击)攻击类型:${AttackType}伤害类型:${DamageType}武器类型:${WeaponType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害目标[R]"},{"n":"IssueImmediateOrder","d":"对${单位}发布${Order}命令","c":"","t":"发布命令(无目标)"},{"n":"IssueImmediateOrderById","d":"对${单位}发布${Order}命令","c":"","t":"发布命令(无目标)(ID)"},{"n":"IssuePointOrder","d":"对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"","t":"发布命令(指定坐标)"},{"n":"IssuePointOrderLoc","d":"对${单位}发布${Order}命令到目标点:${指定点}","c":"","t":"发布命令(指定点)"},{"n":"IssuePointOrderById","d":"对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"","t":"发布命令(指定坐标)(ID)"},{"n":"IssuePointOrderByIdLoc","d":"对${单位}发布${Order}命令到目标点:${指定点}","c":"","t":"发布命令(指定点)(ID)"},{"n":"IssueTargetOrder","d":"对${单位}发布${Order}命令到目标:${单位}","c":"","t":"发布命令(指定单位)"},{"n":"IssueTargetOrderById","d":"对${单位}发布${Order}命令到目标:${单位}","c":"","t":"发布命令(指定单位)(ID)"},{"n":"IssueBuildOrderById","d":"命令${单位}建造${单位类型}在坐标:(${X},${Y})","c":"","t":"发布建造命令(指定坐标)[R]"},{"n":"IssueNeutralImmediateOrder","d":"使${玩家}对${单位}发布${Order}命令","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(无目标)"},{"n":"IssueNeutralImmediateOrderById","d":"使${玩家}对${单位}发布${Order}命令","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(无目标)(ID)"},{"n":"IssueNeutralPointOrder","d":"使${玩家}对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定坐标)"},{"n":"IssueNeutralPointOrderById","d":"使${玩家}对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定坐标)(ID)"},{"n":"IssueNeutralTargetOrder","d":"使${玩家}对${单位}发布${Order}命令到目标:${单位}","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定单位)"},{"n":"IssueNeutralTargetOrderById","d":"使${玩家}对${单位}发布${Order}命令到目标:${单位}","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定单位)(ID)"},{"n":"GetUnitCurrentOrder","d":"${单位}的当前命令ID.","c":"","t":"当前命令ID"},{"n":"SetResourceAmount","d":"设置${金矿}的黄金储量为${Quantity}","c":"","t":"设置黄金储量"},{"n":"GetResourceAmount","d":"${金矿}的储金量","c":"只对金矿有效.","t":"储金量"},{"n":"WaygateGetDestinationX","d":"${传送门}的目的地X坐标","c":"","t":"传送门目的地X坐标"},{"n":"WaygateGetDestinationY","d":"${传送门}的目的地Y坐标","c":"","t":"传送门目的地Y坐标"},{"n":"WaygateSetDestination","d":"设置${传送门}的目的地为(${X},${Y})","c":"","t":"设置传送门目的坐标[R]"},{"n":"AddItemToAllStock","d":"添加${物品类型}到所有市场并设置库存量:${Count}最大库存量:${Max}","c":"影响所有拥有'出售物品'技能的单位.","t":"添加物品(所有市场)"},{"n":"AddUnitToAllStock","d":"添加${单位类型}到所有市场并设置库存量:${Count}最大库存量:${Max}","c":"影响所有拥有'出售单位'技能的单位.","t":"添加单位(所有市场)"},{"n":"RemoveItemFromAllStock","d":"删除${物品类型}从所有市场","c":"影响所有拥有'出售物品'技能的单位.","t":"删除物品(所有市场)"},{"n":"RemoveUnitFromAllStock","d":"删除${单位类型}从所有市场","c":"影响所有拥有'出售单位'技能的单位.","t":"删除单位(所有市场)"},{"n":"SetAllItemTypeSlots","d":"限制所有市场的可出售物品种类数为${Quantity}","c":"影响所有拥有'出售物品'技能的单位.","t":"限制物品种类(所有市场)"},{"n":"SetAllUnitTypeSlots","d":"限制所有市场的可出售单位种类数为${Quantity}","c":"影响所有拥有'出售单位'技能的单位.","t":"限制单位种类(所有市场)"},{"n":"SetItemTypeSlots","d":"限制${Marketplace}的可出售物品种类数为${Quantity}","c":"只影响有'出售物品'技能的单位.","t":"限制物品种类(指定市场)"},{"n":"SetUnitTypeSlots","d":"限制${Marketplace}的可出售单位种类数为${Quantity}","c":"只影响有'出售单位'技能的单位.","t":"限制单位种类(指定市场)"},{"n":"GetUnitUserData","d":"${单位}的自定义值","c":"可使用'单位-设置自定义值'来设置该值.","t":"单位自定义值"},{"n":"SetUnitUserData","d":"设置${单位}的自定义值为${Index}","c":"单位自定义值仅用于触发器.可用来给单位绑定一个整型数据.","t":"设置自定义值"},{"n":"GetLocalPlayer","d":"本地玩家","c":"指代玩家自己,所以对每个玩家返回值都不一样.如果不清楚该函数的话千万别用,因为很可能因为不同步而导致掉线.","t":"本地玩家[R]"},{"n":"IsPlayerAlly","d":"${Player}是${Player}的盟友","c":"包括中立状态.单向判断玩家A对玩家B联盟不侵犯,即表示玩家A是玩家B的盟友.","t":"是玩家的盟友"},{"n":"IsPlayerEnemy","d":"${Player}是${Player}的敌人","c":"不包括中立状态.单向判断玩家A对玩家B敌对侵犯,即表示玩家A是玩家B的盟友.","t":"是玩家的敌人"},{"n":"IsPlayerInForce","d":"${Player}在${玩家组}中","c":"","t":"在玩家组"},{"n":"IsPlayerObserver","d":"${Player}是裁判或观察者","c":"","t":"玩家是裁判或观察者[R]"},{"n":"IsVisibleToPlayer","d":"坐标(${x},${y})对${玩家}可见","c":"","t":"坐标可见"},{"n":"IsLocationVisibleToPlayer","d":"${指定点}对${Player}可见","c":"","t":"点可见"},{"n":"IsFoggedToPlayer","d":"坐标(${x},${y})在${玩家}的迷雾范围内","c":"黑色阴影内的坐标不被计算在内。","t":"坐标在迷雾中"},{"n":"IsLocationFoggedToPlayer","d":"${指定点}在${Player}的迷雾范围内","c":"黑色阴影内的点不被计算在内.","t":"点在迷雾中"},{"n":"IsMaskedToPlayer","d":"坐标(${x},${y})在${玩家}的黑色阴影内","c":"","t":"坐标在黑色阴影中"},{"n":"IsLocationMaskedToPlayer","d":"${指定点}在${Player}的黑色阴影内","c":"","t":"点在黑色阴影中"},{"n":"GetPlayerRace","d":"${Player}的种族","c":"","t":"玩家的种族"},{"n":"GetPlayerId","d":"${Player}的玩家ID-1","c":"玩家ID取值1-16.","t":"玩家ID-1[R]"},{"n":"GetPlayerUnitCount","d":"${Player}拥有的非建筑单位数量(${Include/Exclude}未完成的)","c":"","t":"非建筑单位数量"},{"n":"GetPlayerStructureCount","d":"${Player}拥有的建筑数量(${Include/Exclude}未完成的)","c":"","t":"建筑数量"},{"n":"GetPlayerState","d":"${Player}${Property}","c":"","t":"玩家属性"},{"n":"GetPlayerScore","d":"${Player}${Score}","c":"","t":"玩家得分"},{"n":"GetPlayerAlliance","d":"${Player}对${Player}开启${AllianceType}","c":"","t":"联盟状态设置"},{"n":"SetPlayerHandicap","d":"设置${Player}的生命障碍为正常的${Percent}倍","c":"生命上限影响玩家拥有单位的生命最大值.生命之书并不受生命上限限制,所以对英雄血量可能会有偏差.","t":"设置生命上限[R]"},{"n":"SetPlayerHandicapXP","d":"设置${Player}的经验获得率为正常的${Value}倍","c":"","t":"设置经验获得率[R]"},{"n":"AddPlayerTechResearched","d":"增加${玩家}的${科技}科技${整数}级","c":"科技等级不能倒退。","t":"增加科技等级"},{"n":"SetPlayerAbilityAvailable","d":"设置${Player}的${技能}为${Enable/Disable}","c":"设置玩家能否使用该技能.","t":"允许/禁用技能[R]"},{"n":"RemovePlayer","d":"踢除${Player}，玩家的游戏结果为${文字}","c":"","t":"踢除玩家"},{"n":"SetFogStateRect","d":"为${玩家}设置${FogStateVisible}在${矩形区域}(对盟友${共享}视野)","c":"","t":"设置地图迷雾(矩形区域)[R]"},{"n":"SetFogStateRadius","d":"为${玩家}设置${FogStateVisible}在圆心为(${X},${Y})半径为${数值}的范围,(对盟友${共享}视野)","c":"","t":"设置地图迷雾(圆范围)[R]"},{"n":"FogMaskEnable","d":"${启用/禁用}黑色阴影","c":"","t":"启用/禁用黑色阴影[R]"},{"n":"IsFogMaskEnabled","d":"黑色阴影开启","c":"","t":"黑色阴影开启"},{"n":"FogEnable","d":"${启用/禁用}战争迷雾","c":"","t":"启用/禁用战争迷雾[R]"},{"n":"IsFogEnabled","d":"战争迷雾开启","c":"","t":"战争迷雾开启"},{"n":"CreateFogModifierRect","d":"新建的${玩家}可见度修正器.可见度:${FogStateVisible}影响区域:${矩形区域}(对盟友${共享}视野,${覆盖}单位视野)","c":"会创建可见度修正器.","t":"新建可见度修正器(矩形区域)[R]"},{"n":"CreateFogModifierRadius","d":"新建的${玩家}可见度修正器.可见度:${FogStateVisible}圆心坐标:(${X},${Y})半径:${数值}(对盟友${共享}视野,${覆盖}单位视野)","c":"会创建可见度修正器.","t":"新建可见度修正器(圆范围)[R]"},{"n":"DestroyFogModifier","d":"删除${VisibilityModifier}","c":"","t":"删除可见度修正器"},{"n":"FogModifierStart","d":"启用${VisibilityModifier}","c":"","t":"启用可见度修正器"},{"n":"FogModifierStop","d":"禁用${VisibilityModifier}","c":"","t":"禁用可见度修正器"},{"n":"ChangeLevel","d":"切换到关卡:${Filename}(${Show/Skip}计分屏)","c":"","t":"切换关卡[R]"},{"n":"SaveGame","d":"保存游戏进度为:${Filename}","c":"","t":"保存进度[R]"},{"n":"SaveGameExists","d":"${存档文件}已存在","c":"","t":"游戏存档存在"},{"n":"DoNotSaveReplay","d":"关闭游戏录像功能","c":"游戏结束时不保存游戏录像.","t":"关闭游戏录像功能[R]"},{"n":"DialogCreate","d":"新建对话框","c":"创建新的对话框.","t":"新建对话框[R]"},{"n":"DialogDestroy","d":"删除${对话框}","c":"将对话框清除出内存.一般来说对话框并不需要删除.","t":"删除[R]"},{"n":"DialogAddButton","d":"给${对话框}添加按钮,使用标题:${文字}快捷键:${HotKey}","c":"会创建对话框按钮.","t":"添加对话框按钮[R]"},{"n":"DialogAddQuitButton","d":"为${对话框}添加退出游戏按钮(${跳过}计分屏)按钮标题为:${文字}快捷键为:${HotKey}","c":"该函数创建的按钮并不被纪录到'最后创建的对话框按钮'.当该按钮被点击时会退出游戏","t":"添加退出游戏按钮[R]"},{"n":"DialogDisplay","d":"对${Player}设置${对话框}的状态为${Show/Hide}","c":"对话框不能应用于地图初始化事件.","t":"显示/隐藏[R]"},{"n":"ReloadGameCachesFromDisk","d":"从本地硬盘读取缓存数据","c":"只对单机游戏有效,从本地硬盘读取缓存数据,主要用来实现战役关卡间的数据传递.","t":"读取本地缓存数据"},{"n":"InitGameCache","d":"新建游戏缓存:${缓存名}","c":"创建一个新的游戏缓存,一个地图最多只有有256个游戏缓存.","t":"新建游戏缓存[R]"},{"n":"InitHashtable","d":"创建一个新的哈希表","c":"您可以使用哈希表来储存临时数据","t":"<1.24>新建哈希表[C]"},{"n":"LoadBoolean","d":"在${Hashtable}的主索引${Value}子索引${Value}内提取布尔","c":"如果不存在则返回False","t":"<1.24>从哈希表提取布尔[C]"},{"n":"GetRandomInt","d":"随机整数,最小值:${Minimum}最大值:${Maximum}","c":"","t":"随机整数"},{"n":"GetRandomReal","d":"随机实数,最小值:${Minimum}最大值:${Maximum}","c":"","t":"随机实数"},{"n":"CreateUnitPool","d":"新建的空单位池","c":"会创建单位池。","t":"新建单位池[R]"},{"n":"DestroyUnitPool","d":"删除${单位池}","c":"","t":"删除单位池[R]"},{"n":"UnitPoolAddUnitType","d":"在${单位池}中添加一个${单位}比重为${数值}","c":"比重越高被选择的机率越大","t":"添加单位类型[R]"},{"n":"UnitPoolRemoveUnitType","d":"从${单位池}中删除${单位}","c":"","t":"删除单位类型[R]"},{"n":"PlaceRandomUnit","d":"从${单位池}中为${玩家}任意选择一个单位并放置到点(${X},${Y})面向${度}","c":"","t":"选择放置单位[R]"},{"n":"CreateItemPool","d":"新建的空物品池","c":"会创建物品池.","t":"新建物品池[R]"},{"n":"DestroyItemPool","d":"删除${物品池}","c":"","t":"删除物品池[R]"},{"n":"ItemPoolAddItemType","d":"在${物品池}中添加一个${物品}比重为${数值}","c":"比重越高被选择的机率越大.","t":"添加物品类型[R]"},{"n":"ItemPoolRemoveItemType","d":"从${物品池}中删除${物品}","c":"","t":"删除物品类型[R]"},{"n":"PlaceRandomItem","d":"从${物品池}中任意选择一个物品并放置到(${X},${Y})点","c":"","t":"选择放置物品[R]"},{"n":"SetRandomSeed","d":"设置随机种子数为：${整数}","c":"设置游戏的随机种子，随机种子会影响随机整数，攻击骰子之类的随机数。","t":"设置随机种子"},{"n":"SetTerrainFogEx","d":"迷雾风格:${Style},Z轴开始端:${Z-Start},Z轴结束端:${Z-End},密度:${Density}颜色:(${Red},${Green},${Blue})","c":"颜色格式为(红,绿,蓝).取值范围0.00-1.00.","t":"设置迷雾[R]"},{"n":"DisplayTextToPlayer","d":"对${玩家}在屏幕位移(${X},${Y})处显示文本:${文字}","c":"显示时间取决于文字长度.位移的取值在0-1之间.可使用'本地玩家'实现对所有玩家发送消息.","t":"对玩家显示文本消息(自动限时)[R]"},{"n":"DisplayTimedTextToPlayer","d":"对${玩家}在屏幕位移(${X},${Y})处显示${时间}秒的文本信息:${文字}","c":"位移的取值在0-1之间.可使用'本地玩家[R]'实现对所有玩家发送消息.","t":"对玩家显示文本消息(指定时间)[R]"},{"n":"ClearTextMessages","d":"清空玩家屏幕上的文本信息","c":"","t":"清空文本信息(所有玩家)[R]"},{"n":"SetSkyModel","d":"设置天空模型为${Sky}","c":"","t":"设置天空"},{"n":"EnableUserControl","d":"${启用/禁用}玩家控制权","c":"","t":"启用/禁用玩家控制权(所有玩家)[R]"},{"n":"SetTimeOfDayScale","d":"设置昼夜时间流逝速度为默认值的${Value}倍","c":"设置100%来恢复正常值.该值并不影响游戏速度.","t":"设置昼夜时间流逝速度[R]"},{"n":"ShowInterface","d":"${开启/关闭}信箱模式,转换时间为${Duration}秒","c":"使用电影镜头模式,隐藏游戏界面.","t":"开启/关闭信箱模式(所有玩家)[R]"},{"n":"PauseGame","d":"${暂停/恢复}游戏","c":"","t":"暂停/恢复游戏[R]"},{"n":"PingMinimap","d":"对所有玩家发送小地图信号到坐标(${X},${Y})持续时间:${Duration}秒","c":"","t":"小地图信号(所有玩家)[R]"},{"n":"PingMinimapEx","d":"对所有玩家发送小地图信号到坐标(${X},${Y})持续时间:${Duration}秒,信号颜色:(${Red},${Green},${Blue})信号类型:${Style}","c":"颜色格式为(红,绿,蓝).颜色值取值范围为0-255.","t":"小地图信号(指定颜色)(所有玩家)[R]"},{"n":"EnableOcclusion","d":"${Enable/Disable}闭塞","c":"","t":"允许/禁止闭塞(所有玩家)[R]"},{"n":"EnableWorldFogBoundary","d":"${Enable/Disable}边界染色,应用于所有玩家","c":"禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的.","t":"允许/禁止边界染色(所有玩家)[R]"},{"n":"SetAltMinimapIcon","d":"设置小地图特殊标志为${Image}","c":"必须使用16x16的图像.","t":"设置小地图特殊标志"},{"n":"DisableRestartMission","d":"设置重新开始任务按钮可以点击为${}","c":"当单人游戏时，可以设置重新开始任务按钮能否允许点击。","t":"禁用重新开始任务按钮"},{"n":"CreateTextTag","d":"新建的空漂浮文字","c":"会创建漂浮文字.","t":"新建漂浮文字[R]"},{"n":"SetTextTagText","d":"改变${FloatingText}的内容为${文字},字体大小:${Size}","c":"采用原始字体大小单位.字体大小不能超过0.5.","t":"改变文字内容[R]"},{"n":"SetTextTagPos","d":"改变${FloatingText}的位置为(${X},${Y}),Z轴高度为${Z}","c":"","t":"改变位置(坐标)[R]"},{"n":"SetTextTagColor","d":"改变${FloatingText}的颜色为(${Red},${Green},${Blue})透明值为${Transparency}","c":"颜色格式为(红,绿,蓝).透明值0为不可见.颜色值和透明值取值范围为0-255.","t":"改变颜色[R]"},{"n":"SetTextTagVelocity","d":"设置${FloatingText}的X轴速率:${XSpeed},Y轴速率:${YSpeed}","c":"对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动.这里的1约等于游戏中的1800速度.","t":"设置速率[R]"},{"n":"SetTextTagVisibility","d":"对所有玩家${Show/Hide}${FloatingText}","c":"","t":"显示/隐藏(所有玩家)[R]"},{"n":"SetReservedLocalHeroButtons","d":"为玩家保留${Number}个左上角英雄图标.","c":"因为共享单位而被控制的其他玩家英雄的图标将在保留位置之后开始显示.","t":"保留英雄图标"},{"n":"GetAllyColorFilterState","d":"联盟颜色显示设置","c":"0为不开启.1为小地图显示.2为小地图和游戏都显示.","t":"联盟颜色显示设置"},{"n":"SetAllyColorFilterState","d":"设置联盟颜色显示状态为${State}","c":"0为不开启.1为小地图显示.2为小地图和游戏都显示.相当于游戏中Alt+A功能.","t":"设置联盟颜色显示"},{"n":"GetCreepCampFilterState","d":"小地图中立生物显示开启","c":"","t":"小地图中立生物显示开启"},{"n":"SetCreepCampFilterState","d":"小地图${Show/Hide}中立生物","c":"相当于游戏中Alt+R功能.","t":"设置小地图中立生物显示"},{"n":"EnableMinimapFilterButtons","d":"${Enable/Disable}联盟颜色显示按钮,${Enable/Disable}中立生物显示按钮","c":"","t":"允许/禁用小地图按钮"},{"n":"EnableDragSelect","d":"${Enable/Disable}框选功能(${Enable/Disable}显示选择框)","c":"","t":"允许/禁用框选"},{"n":"EnablePreSelect","d":"${Enable/Disable}预选功能(${Enable/Disable}显示预选圈,生命槽,物体信息)","c":"","t":"允许/禁用预选"},{"n":"EnableSelect","d":"${Enable/Disable}选择和取消选择功能(${Enable/Disable}显示选择圈)","c":"禁用选择后仍可以通过触发来选择物体.只有允许选择功能时才会显示选择圈.","t":"允许/禁用选择"},{"n":"CreateTrackable","d":"新建的可追踪物,使用模型:${模型名字}所在位置:(${X轴},${Y轴})面向角度:${数值}度","c":"可用来响应鼠标的移动和点击.会创建可追踪物.","t":"新建可追踪物[R]"},{"n":"CreateQuest","d":"新建任务","c":"新建一个任务.注：这条毫无用处，别用——everguo","t":"新建任务[R]"},{"n":"QuestSetEnabled","d":"设置${Quest}${Enable/Disable}","c":"被禁用的任务将不会显示在任务列表.","t":"启用/禁用任务[R]"},{"n":"IsQuestRequired","d":"${Quest}是主要任务","c":"","t":"是主要任务"},{"n":"IsQuestCompleted","d":"${Quest}已完成","c":"","t":"任务完成"},{"n":"IsQuestDiscovered","d":"${Quest}已被发现","c":"","t":"任务被发现"},{"n":"IsQuestFailed","d":"${Quest}失败","c":"","t":"任务失败"},{"n":"IsQuestEnabled","d":"${Quest}已激活","c":"","t":"任务激活"},{"n":"IsQuestItemCompleted","d":"${QuestRequirement}已完成","c":"","t":"任务项目完成"},{"n":"CreateTimerDialog","d":"为${计时器}新建计时窗口","c":"为一个计时器创建一个新建计时器窗口.","t":"新建计时器窗口[R]"},{"n":"TimerDialogSetTitleColor","d":"改变${TimerWindow}文字颜色为(${Red},${Green},${Blue})透明值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和透明值值取值范围为0-255.","t":"改变计时器窗口文字颜色[R]"},{"n":"TimerDialogSetTimeColor","d":"改变${TimerWindow}的计间颜色为(${Red},${Green},${Blue})透明值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和透明值值取值范围为0-255.","t":"改变计时器窗口计时颜色[R]"},{"n":"TimerDialogSetSpeed","d":"设置${TimerWindow}的时间流逝速度为${Factor}倍","c":"同时计时器显示时间也会随之变化.就是说60秒的计时器设置为2倍速则显示时间也会变为120秒.","t":"设置计时器窗口速率[R]"},{"n":"TimerDialogDisplay","d":"设置${计时器窗口}的状态为${Show/Hide}","c":"计时器窗口不能在地图初始化时显示.","t":"显示/隐藏计时器窗口(所有玩家)[R]"},{"n":"CreateLeaderboard","d":"新建的空排行榜","c":"会创建排行榜.","t":"新建排行榜[R]"},{"n":"LeaderboardDisplay","d":"设置${排行榜}${Show/Hide}","c":"排行榜不能在地图初始化时显示.","t":"显示/隐藏[R]"},{"n":"LeaderboardGetItemCount","d":"${Leaderboard}的行数","c":"","t":"行数"},{"n":"LeaderboardClear","d":"清空${排行榜}","c":"清空排行榜中所有内容.","t":"清空[R]"},{"n":"PlayerSetLeaderboard","d":"设置${Player}使用${排行榜}","c":"每个玩家只能显示一个排行榜.","t":"设置玩家使用的排行榜[R]"},{"n":"LeaderboardSetLabelColor","d":"设置${Leaderboard}的文字颜色为(${Red},${Green},${Blue})Alpha通道值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和Alpha通道值取值范围为0-255.","t":"设置文字颜色[R]"},{"n":"LeaderboardSetValueColor","d":"设置${Leaderboard}的数值颜色为(${Red},${Green},${Blue})Alpha通道值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和Alpha通道值取值范围为0-255.","t":"设置数值颜色[R]"},{"n":"CreateMultiboard","d":"新建的空多面板","c":"会创建多面板.","t":"新建多面板[R]"},{"n":"MultiboardDisplay","d":"设置${Multiboard}${Show/Hide}","c":"多面板不能在地图初始化时显示.","t":"显示/隐藏[R]"},{"n":"IsMultiboardDisplayed","d":"${Multiboard}是显示的","c":"","t":"多面板显示"},{"n":"MultiboardMinimize","d":"设置${Multiboard}${Minimize/Maximize}","c":"最小化的多面板只显示标题.","t":"最大/最小化[R]"},{"n":"IsMultiboardMinimized","d":"${Multiboard}是最小化的","c":"","t":"多面板最小化"},{"n":"MultiboardClear","d":"清空${Multiboard}","c":"清空该多面板中的所有行和列.","t":"清空多面板"},{"n":"MultiboardSetTitleText","d":"设置${Multiboard}的标题为${文字}","c":"","t":"设置标题"},{"n":"MultiboardGetTitleText","d":"${Multiboard}的标题","c":"","t":"多面板标题"},{"n":"MultiboardSetTitleTextColor","d":"设置${Multiboard}的标题颜色为(${Red},${Green},${Blue}),Alpha值为${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"设置标题颜色[R]"},{"n":"MultiboardGetRowCount","d":"${Multiboard}的行数","c":"","t":"行数"},{"n":"MultiboardGetColumnCount","d":"${Multiboard}的列数","c":"","t":"列数"},{"n":"MultiboardSetColumnCount","d":"设置${Multiboard}的列数为${Columns}","c":"","t":"设置列数"},{"n":"MultiboardSetRowCount","d":"设置${Multiboard}的行数为${Rows}","c":"","t":"设置行数"},{"n":"MultiboardSetItemsValueColor","d":"设置${多面板}的所有项目颜色为(${Red},${Green},${Blue}),Alpha值为${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"设置所有项目颜色[R]"},{"n":"MultiboardGetItem","d":"${多面板}的第${X}行,第${Y}列项","c":"(0,0)作为多面板首项,会创建多面板项目.","t":"多面板项目[R]"},{"n":"MultiboardReleaseItem","d":"删除${多面板项目}","c":"并不会影响对多面板的显示.多面板项目指向多面板但不附属于多面板.","t":"删除多面板项目[R]"},{"n":"MultiboardSetItemStyle","d":"设置${多面板项目}的显示风格:${Show/Hide}文字${Show/Hide}图标","c":"","t":"设置指定项目显示风格[R]"},{"n":"MultiboardSetItemValue","d":"设置${多面板项目}的项目文本为${文字}","c":"","t":"设置指定项目文本[R]"},{"n":"MultiboardSetItemValueColor","d":"设置${多面板项目}的项目颜色为(${Red},${Green},${Blue}),Alpha值为${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"设置指定项目颜色[R]"},{"n":"MultiboardSuppressDisplay","d":"${打开/关闭}隐藏多面板模式","c":"隐藏多面板模式将无法显示多面板.","t":"显示/隐藏多面板模式[R]"},{"n":"SetCameraQuickPosition","d":"设置玩家的空格键转向点为(${X},${Y})","c":"按下空格键时镜头转向的位置.","t":"设置空格键转向点(所有玩家)[R]"},{"n":"SetCameraBounds","d":"设置玩家可用镜头区域:左下角(${X},${Y}),左上角(${X},${Y}),右上角(${X},${Y}),右下角(${X},${Y})","c":"该动作同样会影响小地图的显示.但小地图的图片是无法改变的.实际可用区域要大于可用镜头区域.","t":"设置可用镜头区域(所有玩家)[R]"},{"n":"StopCamera","d":"让所有玩家停止播放镜头","c":"比如在平移镜头的过程中可用该动作来中断平移.","t":"停止播放镜头(所有玩家)[R]"},{"n":"ResetToGameCamera","d":"重置玩家镜头为游戏默认状态,持续${Time}秒","c":"","t":"重置游戏镜头(所有玩家)[R]"},{"n":"PanCameraToTimed","d":"平移玩家镜头到(${X},${Y}),持续${Time}秒","c":"","t":"平移镜头(所有玩家)(限时)[R]"},{"n":"PanCameraToTimedWithZ","d":"平移玩家镜头到(${X},${Y}),镜头距离地面高度为${Z},持续${Time}秒","c":"在指定移动路径上镜头不会低于地面高度.","t":"指定高度平移镜头(所有玩家)(限时)[R]"},{"n":"SetCinematicCamera","d":"对所有玩家播放电影镜头:${CameraFile}","c":"在'Objects\\\\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询.","t":"播放电影镜头(所有玩家)[R]"},{"n":"SetCameraRotateMode","d":"以(${X},${Y})为中心,旋转弧度为${Rad},持续:${Time}秒","c":"","t":"指定点旋转镜头(所有玩家)(弧度)(限时)[R]"},{"n":"SetCameraField","d":"设置玩家的镜头属性${Field}为${数值},持续${Time}秒","c":"","t":"设置镜头属性(所有玩家)(限时)[R]"},{"n":"SetCameraTargetController","d":"锁定玩家镜头到${单位},偏移坐标(${X},${Y}),使用${RotationSource}","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(所有玩家)[R]"},{"n":"SetCameraOrientController","d":"锁定玩家镜头到${单位},偏移坐标(${X},${Y})","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(固定镜头源)(所有玩家)[R]"},{"n":"CameraSetupGetField","d":"${镜头}的${CameraField}","c":"","t":"镜头属性(指定镜头)[R]"},{"n":"CameraSetupGetDestPositionLoc","d":"${镜头}的目标点","c":"会创建点.","t":"镜头目标点"},{"n":"CameraSetupApplyForceDuration","d":"将${镜头}应用方式设置为${ApplyMethod},持续${Time}秒","c":"","t":"应用镜头(所有玩家)(限时)[R]"},{"n":"CameraSetTargetNoiseEx","d":"摇晃玩家的镜头源,摇晃幅度:${Magnitude}速率:${Velocity}摇晃方式:${方式}","c":"使用'镜头-重置镜头'或设置摇晃幅度和速率为0来停止摇晃.","t":"摇晃镜头目标(所有玩家)[R]"},{"n":"CameraSetSourceNoiseEx","d":"摇晃玩家的镜头源,摇晃幅度:${Magnitude}速率:${Velocity}摇晃方式:${方式}","c":"使用'镜头-重置镜头'或设置摇晃幅度和速率为0来停止摇晃.","t":"摇晃镜头源(所有玩家)[R]"},{"n":"GetCameraField","d":"当前镜头的${CameraField}","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"镜头属性(当前镜头)"},{"n":"GetCameraTargetPositionX","d":"当前镜头目标X坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标X坐标"},{"n":"GetCameraTargetPositionY","d":"当前镜头目标Y坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标Y坐标"},{"n":"GetCameraTargetPositionZ","d":"当前镜头目标Z坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标Z坐标"},{"n":"GetCameraTargetPositionLoc","d":"当前镜头目标点","c":"会创建点.注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标点"},{"n":"GetCameraEyePositionX","d":"当前镜头源X坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源X坐标"},{"n":"GetCameraEyePositionY","d":"当前镜头源Y坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源Y坐标"},{"n":"GetCameraEyePositionZ","d":"当前镜头源Z坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源Z坐标"},{"n":"GetCameraEyePositionLoc","d":"当前镜头源位置","c":"会创建点.注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源位置"},{"n":"SetSoundVolume","d":"设置${音效}的音量为${Volume}","c":"音量取值范围0-127.","t":"设置音效音量[R]"},{"n":"SetSoundPlayPosition","d":"设置${音效}的播放时间点为${Offset}毫秒","c":"音效必须是正在播放的.不能用于3D音效.","t":"设置音效播放时间点[R]"},{"n":"SetSoundDistances","d":"设置${3D音效}的衰减最小范围:${数值}最大范围:${数值}","c":"该动作仅用于3D音效.注意不一定要达到最大范围,音量衰减到一定程度也会变没的.","t":"设置3D音效衰减范围"},{"n":"SetSoundPosition","d":"设置${3D音效}的播放位置为(${X},${Y}),Z轴高度为${Z}","c":"该动作仅用于3D音效.","t":"设置3D音效位置(指定坐标)[R]"},{"n":"SetMapMusic","d":"设置背景音乐列表为:${Music},${允许/禁止}随机播放,开始播放序号为${Index}","c":"可指定播放文件或播放目录.","t":"设置背景音乐列表[R]"},{"n":"SetMusicVolume","d":"设置背景音乐音量为${Volume}","c":"音量取值范围为0-127.","t":"设置背景音乐音量[R]"},{"n":"SetThematicMusicPlayPosition","d":"设置当前主题音乐播放时间点为${Offset}毫秒","c":"","t":"设置主题音乐播放时间点[R]"},{"n":"VolumeGroupSetVolume","d":"设置${VolumeChannel}的音量为${Volume}","c":"音量取值范围0-1.","t":"设置多通道音量[R]"},{"n":"AddWeatherEffect","d":"新建的在${矩形区域}的天气效果:${WeatherId}","c":"会创建天气效果.","t":"新建天气效果[R]"},{"n":"EnableWeatherEffect","d":"设置${WeatherEffect}的状态为:${On/Off}","c":"可以使用'环境-创建天气效果'动作来创建天气效果.","t":"启用/禁用天气效果"},{"n":"TerrainDeformCrater","d":"新建的弹坑变形.中心坐标:(${X},${Y})半径:${Radius}深度:${Depth}持续时间:${Duration}毫秒,变化类型:${Type}","c":"深度可取负数.永久地形变化在保存游戏时不会被记录.","t":"新建地形变化:弹坑[R]"},{"n":"TerrainDeformRipple","d":"新建的波纹变形.中心坐标:(${X},${Y})最终半径:${Radius}深度:${Depth}持续时间:${Duration}毫秒,变化次数:${Count}面波数:${SpaceWave}总波数:${TimeWave}初始半径率:${数值}变化类型:${Type}","c":"初始半径率=初始半径/最终半径.","t":"新建地形变化:波纹[R]"},{"n":"TerrainDeformWave","d":"新建的冲击波变形.起始坐标:(${X},${Y})波方向:(${X},${Y})波距离:${distance}波速度:${speed}波半径:${radius}深度:${Depth}变形效果持续时间:${Delay}毫秒,变化次数:${Count}","c":"深度可取负数.方向以(X,Y)坐标形式表示,如(1,1)表示45度.","t":"新建地形变化:冲击波[R]"},{"n":"TerrainDeformRandom","d":"新建的随机变形.中心坐标:(${X},${Y})半径:${Radius}最小高度变化:${Depth}最大高度变化:${Depth}持续时间:${Duration}毫秒,变化周期:${Duration}毫秒","c":"","t":"新建地形变化:随机[R]"},{"n":"TerrainDeformStop","d":"停止${TerrainDeformation},衰退时间:${Duration}毫秒","c":"地形变化会平滑地过渡到无.","t":"停止地形变化[R]"},{"n":"TerrainDeformStopAll","d":"停止所有地形变化","c":"包括由技能引起的地形变化.","t":"停止所有地形变化"},{"n":"AddSpecialEffect","d":"新建特效${ModelFile}在(${X},${Y})处","c":"会创建特效.","t":"新建特效(创建到坐标)[R]"},{"n":"AddSpecialEffectLoc","d":"新建特效${ModelFile}在${指定点}处","c":"会创建特效.","t":"新建特效(创建到点)[R]"},{"n":"AddSpecialEffectTarget","d":"新建特效${ModelFile}并绑定到${单位}的${AttachmentPoint}附加点上","c":"会创建特效.","t":"新建特效(创建到单位)[R]"},{"n":"AddSpellEffectById","d":"${技能}的${EffectType},创建到坐标(${X},${Y})","c":"会创建特效.","t":"新建特效(指定技能，创建到坐标)[R]"},{"n":"AddSpellEffectByIdLoc","d":"${技能}的${EffectType},创建到${指定点}","c":"会创建特效.","t":"新建特效(指定技能，创建到点)[R]"},{"n":"AddSpellEffectTargetById","d":"${技能}的${EffectType},绑定到${单位}的${String}附加点","c":"会创建特效.","t":"新建特效(指定技能，创建到单位)[R]"},{"n":"AddLightning","d":"新建闪电效果:${闪电效果}(${Boolean}检查可见性)起始点:(${X},${Y})终结点:(${X},${Y})","c":"会创建闪电效果.允许检查可见性则在起始点和终结点都不可见时将不创建闪电效果.","t":"新建闪电效果[R]"},{"n":"AddLightningEx","d":"新建闪电效果:${闪电效果}(${Boolean}检查可见性)起始点:(${X},${Y},${Z})终结点:(${X},${Y},${Z})","c":"会创建闪电效果.允许检查可见性则在起始点和终结点都不可见时将不创建闪电效果.","t":"新建闪电效果(指定Z轴)[R]"},{"n":"MoveLightningEx","d":"移动${Lightning}到新位置,(${Boolean}检查可见性)新起始点:(${X},${Y},${Z})新终结点:(${X},${Y},${Z})","c":"可指定Z坐标.允许检查可见性则在指定起始点和终结点都不可见时将不移动闪电效果.","t":"移动闪电效果(指定坐标)[R]"},{"n":"GetTerrainCliffLevel","d":"坐标(${X},${Y})处的地形悬崖高度","c":"悬崖高度:深水区为0,浅水区为1,平原为2,之后每层+1.","t":"地形悬崖高度(指定坐标)[R]"},{"n":"SetWaterBaseColor","d":"设置水颜色为:(${Red},${Green},${Blue}),透明值为:${Transparency}","c":"颜色格式为(红,绿,蓝).透明值0为不可见.颜色值和透明道值取值范围为0-255.","t":"设置水颜色[R]"},{"n":"SetWaterDeforms","d":"${On/Off}水面变形","c":"开启时当发生地形变化时水面高度也会随着变化.对永久变形无效.","t":"开启/关闭水面变形"},{"n":"GetTerrainType","d":"坐标(${X},${Y})处的地形","c":"","t":"指定坐标地形[R]"},{"n":"GetTerrainVariance","d":"坐标(${X},${Y})处的地形样式","c":"","t":"地形样式(指定坐标)[R]"},{"n":"SetTerrainType","d":"改变(${X},${Y})处的地形为${TerrainType},使用样式:${Variation}范围:${Area}形状:${Shape}","c":"地形样式-1表示随机样式.范围即地形编辑器中的刷子大小.1表示128x128范围","t":"改变地形类型(指定坐标)[R]"},{"n":"IsTerrainPathable","d":"坐标(${X},${Y})处的${PathingType}通行状态为关闭","c":"指定类型单位不能通行即通行状态为关闭.如该点不能造建筑就是'建造'通行状态为关闭.可使用'环境-设置地形通行状态'来改变通行状态.","t":"地形通行状态关闭(指定坐标)[R]"},{"n":"SetTerrainPathable","d":"设置(${X},${Y})处单元点的${Pathing}地形通行状态为:${On/Off}","c":"例:设置'建造'通行状态为开,则该点可以建造建筑.一个单元点范围为32x32.","t":"设置地形通行状态(指定坐标)[R]"},{"n":"CreateImage","d":"新建图像:${Image}大小:(${X},${Y},${Z})创建点:(${X},${Y},${Z})原点坐标:(${X},${Y},${Z})图像类型:${Type}","c":"使用'图像-设置永久渲染状态'动作才能显示图像.大小、创建点和原点格式为(X,Y,Z).创建点作为图像的左下角位置.会创建图像.","t":"新建图像[R]"},{"n":"DestroyImage","d":"删除${图像}","c":"","t":"删除"},{"n":"ShowImage","d":"设置${Image}${Show/Hide}","c":"","t":"显示/隐藏[R]"},{"n":"SetImageConstantHeight","d":"设置${Image}${Enable/Disable}Z轴显示,并设置高度为${Height}","c":"实际显示高度为图像高度+Z轴偏移.只有允许Z轴显示时才有效.","t":"设置图像高度"},{"n":"SetImagePosition","d":"改变${Image}的位置为(${X},${Y}),Z轴偏移为${Z}","c":"指图像的左下角位置.","t":"改变图像位置(指定坐标)[R]"},{"n":"SetImageColor","d":"设置${Image}的颜色值为(${Red},${Green},${Blue})Alpha值为${Alpha}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围0-255.","t":"改变图像颜色[R]"},{"n":"SetImageRender","d":"设置${Image}:${Enable/Disable}显示状态","c":"未发现有任何作用.","t":"设置图像渲染状态"},{"n":"SetImageRenderAlways","d":"设置${Image}:${Enable/Disable}永久显示状态","c":"要显示图像则必须开启该项.","t":"设置图像永久渲染状态"},{"n":"SetImageAboveWater","d":"设置${Image}:${Enable/Disable}水面显示,${Enable/Disable}水的Alpha通道","c":"前者设置图像在水面或是水底显示.后者设置图像是否受水的Alpha通道影响.","t":"图像水面显示状态"},{"n":"SetImageType","d":"改变${Image}类型为${Type}","c":"","t":"改变图像类型"},{"n":"CreateUbersplat","d":"新建的地面纹理变化在点(${X},${Y}),使用图像:${Type}颜色值为(${Red},${Green},${Blue})Alpha值为${Transparency}(${Enable/Disable}暂停状态,${Enble/Disable}跳过出生动画)","c":"颜色值和Alpha值取值范围0-255.使用'地面纹理变化-设置永久渲染状态'来显示创建的纹理变化.暂停状态表示动画播放完毕后是否继续保留该纹理变化.会创建纹理变化.","t":"新建地面纹理变化[R]"},{"n":"DestroyUbersplat","d":"删除${Ubersplat}","c":"","t":"删除地面纹理变化"},{"n":"ResetUbersplat","d":"重置${Ubersplat}","c":"","t":"重置地面纹理变化"},{"n":"FinishUbersplat","d":"结束${Ubersplat}","c":"在动画播放完毕时自动清除该地面纹理变化.","t":"结束地面纹理变化"},{"n":"ShowUbersplat","d":"设置${Ubersplat}状态为${Show/Hide}","c":"","t":"显示/隐藏地面纹理变化[R]"},{"n":"SetUbersplatRender","d":"设置${Ubersplat}:${Enable/Disable}渲染状态","c":"未发现有任何作用.","t":"设置渲染状态"},{"n":"SetUbersplatRenderAlways","d":"设置${Ubersplat}:${Enable/Disable}永久渲染状态","c":"要显示地面纹理变化则必须开启该项.","t":"设置永久渲染状态"},{"n":"SetBlight","d":"为${Player}在圆心为(${X},${Y}),半径为${R}的圆范围内${Create/Remove}一块荒芜地表","c":"","t":"创建/删除荒芜地表(圆范围)(指定坐标)[R]"},{"n":"SetBlightRect","d":"为${Player}在${Region}${Create/Remove}一块荒芜地表","c":"","t":"创建/删除荒芜地表(矩形区域)[R]"},{"n":"CreateBlightedGoldmine","d":"新建${玩家}的不死族金矿在(${X},${Y}),面向角度:${Face}度","c":"","t":"新建不死族金矿[R]"},{"n":"IsPointBlighted","d":"坐标点(${X},${Y})被荒芜地表覆盖","c":"","t":"坐标点被荒芜地表覆盖[R]"},{"n":"SetDoodadAnimation","d":"选取圆心为(${X},${Y}),半径为${半径}的圆范围内的${装饰物类型}(选取方式:${选取方式}),做${AnimationName}动作(${允许/禁止}随机播放)","c":"特殊动画名:'show','hide','soundon','soundoff'.随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作.","t":"播放圆范围内地形装饰物动画[R]"},{"n":"SetDoodadAnimationRect","d":"播放${Rect}内所有${装饰物类型}的${AnimationName}动作(${允许/禁止}随机播放)","c":"特殊动画名:'show','hide','soundon','soundoff'.随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作.","t":"播放矩形区域内地形装饰物动画[R]"},{"n":"StartMeleeAI","d":"为${Player}启用对战AI:${Script}","c":"AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本.","t":"启用对战AI"},{"n":"StartCampaignAI","d":"为${Player}启用战役AI:${Script}","c":"AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本.","t":"启用战役AI"},{"n":"CommandAI","d":"对${Player}发送AI命令:(${命令},${数据})","c":"发送的AI命令将被AI脚本所使用.","t":"发送AI命令"},{"n":"PauseCompAI","d":"设定${Player}${暂停/恢复}当前AI脚本的运行","c":"事实上该函数是有问题的,可以这么理解:设玩家当前AI脚本的运行状态R为0,暂停1次则R+1,恢复1次则R-1,仅当R=0时该玩家才会运行AI.在使用前请先理解这段话的意思.","t":"暂停/恢复AI脚本运行[R]"},{"n":"GetAIDifficulty","d":"${Player}的对战AI难度","c":"对非AI玩家返回普通难度.","t":"玩家的AI难度"},{"n":"RemoveGuardPosition","d":"忽视${单位}的警戒点","c":"单位将不会自动返回原警戒点.一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了.","t":"忽视指定单位的警戒点"},{"n":"RecycleGuardPosition","d":"恢复${单位}的警戒点","c":"这个动作通过AI来恢复特定单位的警戒点.","t":"恢复指定单位的警戒点"},{"n":"RemoveAllGuardPositions","d":"忽视${Player}的所有单位的警戒点","c":"单位将不会自动返回原警戒点.一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了.","t":"忽视所有单位的警戒点"},{"n":"Cheat","d":"输入作弊码:${String}","c":"作弊码只在单机有效.","t":"输入作弊码[R]"},{"n":"IsNoVictoryCheat","d":"玩家开启作弊模式:无法胜利","c":"单机作弊码开启的模式.","t":"无法胜利[R]"},{"n":"IsNoDefeatCheat","d":"玩家开启作弊模式:无法失败","c":"单机作弊码开启的模式.","t":"无法失败[R]"},{"n":"Preload","d":"预载${文件}","c":"可以事先载入文件并调入到游戏内存,以加快游戏的速度.","t":"预载文件"},{"n":"PreloadEnd","d":"开始预载,超时设置${Time}秒","c":"将文件调入到游戏内存中.","t":"开始预载"},{"n":"Preloader","d":"预载所有在${文件}中列出的文件","c":"","t":"批量预载"},{"n":"BJDebugMsg","d":"显示Debug信息:${文字}","c":"对玩家发送持续60秒的信息.一般用于地图调试.","t":"显示Debug消息[C]"},{"n":"RMinBJ","d":"取(${实数1},${实数2})中较小值","c":"","t":"取较小值"},{"n":"RMaxBJ","d":"取(${实数1},${实数2})中较大值","c":"","t":"取较大值"},{"n":"RAbsBJ","d":"${实数}的绝对值","c":"","t":"绝对值"},{"n":"RSignBJ","d":"${实数}的符号标志","c":"负数为-1.非负数为1.","t":"符号标志"},{"n":"IMinBJ","d":"取(${整数1},${整数2})中较小值","c":"","t":"取较小值"},{"n":"IMaxBJ","d":"取(${整数1},${整数2})中较大值","c":"","t":"取较大值"},{"n":"IAbsBJ","d":"${整数}的绝对值","c":"","t":"绝对值"},{"n":"ISignBJ","d":"${整数}的符号标志","c":"负数为-1.非负数为1.","t":"符号标志"},{"n":"SinBJ","d":"Sin(${Angle})","c":"采用角度制计算.","t":"正弦(角度)"},{"n":"CosBJ","d":"Cos(${Angle})","c":"采用角度制计算.","t":"余弦(角度)"},{"n":"TanBJ","d":"Tan(${Angle})","c":"采用角度制计算.","t":"正切(角度)"},{"n":"AsinBJ","d":"Asin(${数值})","c":"采用角度制计算.返回角度取值-90—90.","t":"反正弦(角度)"},{"n":"AcosBJ","d":"Acos(${数值})","c":"采用角度制计算.返回角度取值0—180.","t":"反余弦(角度)"},{"n":"AtanBJ","d":"Atan(${数值})","c":"采用角度制计算.返回角度取值-90—90.","t":"反正切(角度)"},{"n":"Atan2BJ","d":"Atan(${Y}:${X})","c":"采用角度制计算.返回角度取值-90—90.","t":"反正切(角度)(Y:X)"},{"n":"AngleBetweenPoints","d":"${点}到${点}的角度","c":"取值-180-180.","t":"两点间方向"},{"n":"DistanceBetweenPoints","d":"${点}和${点}之间的距离","c":"","t":"两点间距"},{"n":"PolarProjectionBJ","d":"从${指定点}开始,距离${Distance},方向为${Angle}度的位移处","c":"会创建点.","t":"极坐标位移点"},{"n":"GetRandomDirectionDeg","d":"随机角度","c":"0-360的随机角度.","t":"随机角度"},{"n":"GetRandomPercentageBJ","d":"随机百分数","c":"0-100的随机实数.","t":"随机百分数"},{"n":"GetRandomLocInRect","d":"${矩形区域}内的随机点","c":"会创建点.","t":"矩形区域内随机点"},{"n":"ModuloInteger","d":"${被除数}mod${除数}","c":"取模计算,例:13mod5=3.","t":"模"},{"n":"ModuloReal","d":"${被除数}mod${除数}","c":"取模计算,例:9.0mod2.5=1.5.","t":"模"},{"n":"OffsetLocation","d":"${指定点}坐标位移(${X},${Y})处","c":"会创建点.","t":"坐标位移点"},{"n":"OffsetRectBJ","d":"与${矩形区域}位移(${X},${Y})坐标之后等价的矩形区域","c":"会创建矩形区域.","t":"位移创建矩形区域"},{"n":"RectFromCenterSizeBJ","d":"以${指定点}为中心,宽${数值},高${数值}的矩形区域","c":"会创建矩形区域.","t":"新建矩形区域(指定中心点)"},{"n":"RectContainsLoc","d":"${矩形区域}内包含${点}","c":"","t":"包含点"},{"n":"RectContainsUnit","d":"${矩形区域}内存在${单位}","c":"","t":"在矩形区域内"},{"n":"RectContainsItem","d":"${物品}在${矩形区域}","c":"单位持有的物品不会被计算在内.","t":"物品在矩形区域"},{"n":"ConditionalTriggerExecute","d":"运行${触发}(检查条件)","c":"如果其触发条件成立则运行触发动作.","t":"运行触发(检查条件)"},{"n":"QueuedTriggerAddBJ","d":"添加${触发}到触发队列(${Checking/Ignoring}条件)","c":"个人认为触发队列属于没用的功能.","t":"添加到触发队列"},{"n":"QueuedTriggerRemoveBJ","d":"将${触发}移出触发队列","c":"如果触发正在运行,从队列移出该单位将允许后面的触发运行,但不影响本身的动作.","t":"移出触发队列"},{"n":"QueuedTriggerClearBJ","d":"清空触发队列中所有触发","c":"","t":"清空触发队列"},{"n":"QueuedTriggerClearInactiveBJ","d":"清空触发队列中所有未运行触发","c":"只有正在运行的触发不会被移出队列.","t":"清空未运行触发"},{"n":"QueuedTriggerCountBJ","d":"触发队列中的触发数量","c":"可使用'触发器-添加到队列'和'触发器-移出队列'动作来操作触发队列.","t":"队列中触发数量"},{"n":"IsTriggerQueueEmptyBJ","d":"触发队列为空","c":"可使用'触发器-添加到队列'和'触发器-移出队列'动作来操作触发队列.","t":"触发队列为空"},{"n":"IsTriggerQueuedBJ","d":"${触发}在队列中","c":"可使用'触发器-添加到队列'和'触发器-移出队列'动作来操作触发队列.","t":"触发在队列中"},{"n":"GetForLoopIndexA","d":"循环整数A","c":"","t":"循环整数A"},{"n":"SetForLoopIndexA","d":"设置循环整数A的值为${数值}","c":"","t":"设置循环整数A[R]"},{"n":"GetForLoopIndexB","d":"循环整数B","c":"","t":"循环整数B"},{"n":"SetForLoopIndexB","d":"设置循环整数B的值为${数值}","c":"","t":"设置循环整数B[R]"},{"n":"PolledWait","d":"等待${Time}秒(游戏时间)","c":"该延迟功能受游戏时间的影响.通过调整游戏速度来调节该功能的具体延迟时间的长短.","t":"等待(游戏时间)"},{"n":"DoNothing","d":"不做任何动作","c":"","t":"不做任何动作"},{"n":"CommentString","d":"--------${注释文本}--------","c":"","t":"文本注释"},{"n":"GetBooleanAnd","d":"${条件1}且${条件2}","c":"条件1和条件2均成立.","t":"And"},{"n":"GetBooleanOr","d":"${条件1}or${条件2}","c":"条件1和条件2任意成立.","t":"Or"},{"n":"GetTimeOfDay","d":"游戏时间","c":"游戏中的昼夜时间.","t":"游戏时间"},{"n":"SetTimeOfDay","d":"设置游戏时间为${Time}","c":"游戏时间采用24小时制.","t":"设置游戏时间"},{"n":"SetTimeOfDayScalePercentBJ","d":"设置昼夜时间流逝速度为默认值的${Percent}%","c":"设置100%来恢复正常值.该值并不影响游戏速度.","t":"设置昼夜时间流逝速度"},{"n":"GetTimeOfDayScalePercentBJ","d":"昼夜时间流逝速度","c":"百分比数值,100为默认值.","t":"昼夜时间流逝速度"},{"n":"GetCurrentCameraSetup","d":"玩家当前镜头","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.会创建镜头对象,但每个玩家只会有一个当前镜头.","t":"玩家当前镜头"},{"n":"CameraSetupApplyForPlayer","d":"${应用方式}${镜头}作用于${Player},持续${Time}秒","c":"","t":"应用镜头(指定玩家)(限时)"},{"n":"CameraSetupGetFieldSwap","d":"${CameraField}对${镜头}","c":"","t":"镜头属性(指定镜头)"},{"n":"SetCameraFieldForPlayer","d":"设置${Player}的镜头属性${Field}为${Value},持续${Time}秒","c":"","t":"设置镜头属性(指定玩家)(限时)"},{"n":"SetCameraTargetControllerNoZForPlayer","d":"锁定${Player}的镜头到${单位},偏移坐标(${X},${Y}),使用${RotationSource}","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(指定玩家)"},{"n":"RotateCameraAroundLocBJ","d":"旋转角度为${Angle}度,以${点}为中心,应用于${Player},持续${Time}秒","c":"","t":"指定点旋转镜头(指定玩家)(角度)(限时)"},{"n":"PanCameraToTimedLocForPlayer","d":"平移${Player}的镜头到${点},持续${Time}秒","c":"","t":"平移镜头(指定玩家)(限时)"},{"n":"PanCameraToTimedLocWithZForPlayer","d":"平移${Player}的镜头到${Point}距离地面高度为${Z},持续${Time}秒","c":"在指定移动路径上镜头不会低于地面高度.","t":"指定高度平移镜头(指定玩家)(限时)"},{"n":"SmartCameraPanBJ","d":"在必要时平移${Player}的镜头到${指定点},持续${Time}秒","c":"如果距离过远则直接跳转镜头,如果过近则不做动作.","t":"在必要时平移镜头(指定玩家)(限时)"},{"n":"SetCinematicCameraForPlayer","d":"对${Player}播放电影镜头:${CameraFile}","c":"在'Objects\\\\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询.","t":"播放电影镜头(指定玩家)"},{"n":"ResetToGameCameraForPlayer","d":"重置${Player}的镜头为游戏默认状态,持续${Time}秒","c":"","t":"重置游戏镜头(指定玩家)"},{"n":"CameraSetSourceNoiseForPlayer","d":"摇晃${Player}的镜头源,摇晃幅度:${Magnitude}速率:${Velocity}","c":"使用'镜头-重置镜头'或'镜头-停止摇晃镜头'来停止摇晃.","t":"摇晃镜头源(指定玩家)"},{"n":"CameraSetTargetNoiseForPlayer","d":"摇晃${Player}的镜头目标,摇晃幅度:${Magnitude}速率:${Velocity}","c":"使用'镜头-重置镜头'或'镜头-停止摇晃镜头'来停止摇晃.","t":"摇晃镜头目标(指定玩家)"},{"n":"CameraSetEQNoiseForPlayer","d":"震动${Player}的镜头,震动幅度:${Magnitude}","c":"使用'镜头-重置镜头'或'镜头-停止震动镜头'来停止震动.","t":"震动镜头(指定玩家)"},{"n":"CameraClearNoiseForPlayer","d":"停止${Player}镜头的摇晃和震动","c":"可以用本地玩家实现对所有玩家停止摇晃/震动镜头.","t":"停止摇晃/震动镜头(指定玩家)"},{"n":"GetCurrentCameraBoundsMapRectBJ","d":"当前可用镜头范围","c":"会创建矩形区域.注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前可用镜头范围"},{"n":"GetCameraBoundsMapRect","d":"初始可用镜头范围","c":"在地图编辑器的地图属性中设置.","t":"初始可用镜头范围"},{"n":"GetPlayableMapRect","d":"可用地图区域","c":"在地图编辑器的地图属性中设置.","t":"可用地图区域"},{"n":"SetCameraBoundsToRectForPlayerBJ","d":"设置${Player}的可用镜头区域为${地区}","c":"该动作同样会影响小地图的显示.但小地图的图片是无法改变的.实际可用区域要大于可用镜头区域.","t":"设置可用镜头区域(指定玩家)"},{"n":"AdjustCameraBoundsForPlayerBJ","d":"${Extend/Shrink}${Player}的可用镜头区域,西:${West},东${East},北:${North},南:${South}","c":"该动作同样会影响小地图的显示.但小地图的图片是无法改变的.实际可用区域要大于可用镜头区域.","t":"扩张/收缩可用镜头区域(指定玩家)"},{"n":"SetCameraQuickPositionLocForPlayer","d":"设置${Player}的空格键转向点为${指定点}","c":"按下空格键时镜头转向的位置.","t":"设置空格键转向点(指定玩家)"},{"n":"StopCameraForPlayerBJ","d":"让${Player}停止播放镜头","c":"比如在平移镜头的过程中可用该动作来中断平移.","t":"停止播放镜头(指定玩家)"},{"n":"SetCameraOrientControllerForPlayerBJ","d":"锁定${Player}的镜头到${单位},偏移坐标(${X},${Y})","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(固定镜头源)(指定玩家)"},{"n":"CameraResetSmoothingFactorBJ","d":"重置镜头平滑参数为游戏默认值","c":"其实就是设置镜头平滑参数为0.","t":"重置镜头平滑参数"},{"n":"DisplayTextToForce","d":"对${玩家组}发送文本信息:${文字}","c":"显示时间取决于文字长度.","t":"对玩家组显示文本消息(自动限时)"},{"n":"DisplayTimedTextToForce","d":"对${玩家组}发送显示${Time}秒的文本信息:${文字}","c":"","t":"对玩家组显示文本消息(指定时间)"},{"n":"ClearTextMessagesBJ","d":"清空${玩家组}屏幕上的文本信息","c":"","t":"清空文本信息(指定玩家组)"},{"n":"SubStringBJ","d":"截取${字符串}的${Start}-${End}字节部分","c":"例:截取''Gruntsstink''的2-4字节部分=''run''.","t":"截取字符串"},{"n":"TriggerRegisterTimerEventPeriodic","d":"每当游戏逝去${Time}秒","c":"从事件开始的那一刻开始计时,直到计时完毕后双重新开始计时.","t":"游戏计时(循环)"},{"n":"TriggerRegisterTimerEventSingle","d":"当游戏逝去${Time}秒","c":"从事件开始的那一刻开始计时.","t":"游戏计时(单次)"},{"n":"TriggerRegisterPlayerUnitEventSimple","d":"${Player}的单位${Event}","c":"","t":"玩家单位事件"},{"n":"TriggerRegisterAnyUnitEventBJ","d":"任意单位${Event}","c":"","t":"任意单位事件"},{"n":"TriggerRegisterPlayerSelectionEventBJ","d":"${玩家}${Selects/Deselects}一个单位","c":"通过'事件回应-触发单位'操作被玩家选择的单位.","t":"选择单位事件"},{"n":"TriggerRegisterPlayerKeyEventBJ","d":"${玩家}${Presses/Releases}${Key}","c":"目前游戏只支持'Up/Down/Left/Right'四个方向键.","t":"键盘事件"},{"n":"TriggerRegisterPlayerEventVictory","d":"${玩家}胜利后离开游戏","c":"","t":"游戏胜利"},{"n":"TriggerRegisterPlayerEventDefeat","d":"${玩家}失败后离开游戏","c":"","t":"游戏失败"},{"n":"TriggerRegisterPlayerEventLeave","d":"${玩家}离开游戏","c":"这个事件通过玩家离开游戏来开启.","t":"离开游戏"},{"n":"TriggerRegisterPlayerEventAllianceChanged","d":"${玩家}改变联盟状态设定","c":"","t":"联盟状态事件(任意状态)"},{"n":"TriggerRegisterPlayerEventEndCinematic","d":"${玩家}按下Esc键(跳过电影)","c":"该事件在玩家按下'Escape'键时触发(可能是玩家要跳过当前所播放的电影).","t":"按下Esc键"},{"n":"TriggerRegisterGameStateEventTimeOfDay","d":"当游戏时间${Operation}${时间}","c":"游戏时间采用24小时制.早上从6:00开始,下午从18:00开始.","t":"游戏时间事件"},{"n":"TriggerRegisterEnterRegionSimple","d":"任意单位进入${区域}","c":"使用'事件响应-进入的单位'来响应进入该区域的单位.该事件需要在其他触发为其添加.","t":"单位进入不规则区域[R]"},{"n":"TriggerRegisterLeaveRegionSimple","d":"任意单位离开${区域}","c":"使用'事件响应-离开的单位'来响应离开该区域的单位.该事件需要在其他触发为其添加.","t":"单位离开不规则区域[R]"},{"n":"TriggerRegisterEnterRectSimple","d":"任意单位进入${矩形区域}","c":"使用'事件响应-进入的单位'来响应进入该区域的单位.事实上是创建不规则区域，并注册单位进入不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响.","t":"单位进入矩形区域"},{"n":"TriggerRegisterLeaveRectSimple","d":"任意单位离开${矩形区域}","c":"使用'事件响应-离开的单位'来响应离开该区域的单位.事实上是创建不规则区域，并注册单位离开不规则区域事件,所以之后改动该矩形区域对事件不会产生任何影响.","t":"单位离开矩形区域"},{"n":"TriggerRegisterUnitInRangeSimple","d":"任意单位进入${范围}以${Unit}为中心的范围内","c":"通过'事件响应-触发单位'来获取进入范围的单位.","t":"进入指定单位的范围"},{"n":"TriggerRegisterUnitLifeEvent","d":"${指定单位}的生命值变为${Operation}${Value}","c":"从不成立变为成立时触发该事件.注意:该参照值在注册事件时即被确定为常量,是不会变动的.","t":"生命值变化"},{"n":"TriggerRegisterUnitManaEvent","d":"${指定单位}的魔法值变为${Operation}${Value}","c":"从不成立变为成立时触发该事件.注意:该参照值在注册事件时即被确定为常量,是不会变动的.","t":"魔法值变化"},{"n":"TriggerRegisterShowSkillEventBJ","d":"英雄技能按钮被点击","c":"","t":"英雄技能按钮被点击"},{"n":"TriggerRegisterBuildSubmenuEventBJ","d":"建造建筑按钮被点击","c":"","t":"建造建筑按钮被点击"},{"n":"TriggerRegisterGameLoadedEventBJ","d":"读取游戏存档","c":"当游戏读取完毕时,该事件生效.","t":"游戏读档"},{"n":"TriggerRegisterGameSavedEventBJ","d":"保存游戏存档","c":"在切入保存游戏界面前,该事件生效.","t":"游戏存档"},{"n":"TriggerRegisterDestDeathInRegionEvent","d":"可破坏物在${矩形区域}内死亡","c":"默认该事件只能监视最多64个可破坏物.可以使用'设置bj_destInRegionDiesCount'来设置该值.不建议新手使用该触发.","t":"可破坏物在区域内死亡(矩形区域)"},{"n":"AddWeatherEffectSaveLast","d":"给${Rect}添加天气效果:${WeatherId}","c":"用'最后添加的天气效果'来获得所添加的天气效果.","t":"添加天气效果"},{"n":"GetLastCreatedWeatherEffect","d":"最后创建的天气效果","c":"最后一个使用'环境-创建天气效果'动作创建的天气效果.","t":"最后创建的天气效果"},{"n":"TerrainDeformationCraterBJ","d":"创建一个持续${Duration}秒的${Type}弹坑变形在${指定点},半径:${Radius}深度:${Depth}","c":"使用'最后创建的地形变化'来获取该变化.深度可取负数.永久地形变化在保存游戏时不会被记录.","t":"创建地形变化:弹坑"},{"n":"TerrainDeformationRippleBJ","d":"创建一个持续${Duration}秒的${Type}波纹变形在${指定点},开始半径:${Radius},结束半径:${Radius},深度:${Depth}周期:${Time}秒,波间距:${Distance}","c":"使用'最后创建的地形变化'来获取该变化.","t":"创建地形变化:波纹"},{"n":"TerrainDeformationWaveBJ","d":"创建一个持续${Duration}秒的冲击波变形从${Source}到${Target},半径:${Radius},深度:${Depth},效果存在时间:${Delay}秒","c":"使用'最后创建的地形变化'来获取该变化.深度可取负数.","t":"创建地形变化:冲击波"},{"n":"TerrainDeformationRandomBJ","d":"创建一个持续${Duration}秒的随机变形变形在${指定点},半径:${Radius}最小深度:${Minimum}最大深度:${Maximum},变形间隔:${UpdateInterval}秒","c":"使用'最后创建的地形变化'来获取该变化.","t":"创建地形变化:随机"},{"n":"TerrainDeformationStopBJ","d":"停止${TerrainDeformation},衰退时间:${Duration}秒","c":"地形变化会平滑地过渡到无.","t":"停止地形变化"},{"n":"GetLastCreatedTerrainDeformation","d":"最后创建的地形变化","c":"最后一个由'环境-创建地形变化'动作创建的地形变化.","t":"最后创建的地形变化"},{"n":"AddLightningLoc","d":"创建一道${Type}闪电效果,从${点}到${点}","c":"","t":"创建闪电效果"},{"n":"MoveLightningLoc","d":"移动${Lightning},使其连接${点}到${点}","c":"","t":"移动闪电效果(指定点)"},{"n":"GetLastCreatedLightningBJ","d":"最后创建的闪电效果","c":"最后一个使用'闪电效果-创建'动作创建的闪电效果.","t":"最后创建的闪电效果"},{"n":"GetTerrainCliffLevelBJ","d":"${指定点}处的地形悬崖高度","c":"悬崖高度:深水区为0,浅水区为1,平原为2,之后每层+1.","t":"地形悬崖高度(指定点)"},{"n":"GetTerrainTypeBJ","d":"${指定点}处的地形","c":"","t":"指定点地形"},{"n":"GetTerrainVarianceBJ","d":"${指定点}处的地形样式","c":"","t":"地形样式(指定点)"},{"n":"SetTerrainTypeBJ","d":"改变${指定点}处的地形为${TerrainType},使用样式:${Variation}范围:${Area}形状:${Shape}","c":"地形样式-1表示随机样式.范围即地形编辑器中的刷子大小.1表示128x128范围","t":"改变地形类型(指定点)"},{"n":"IsTerrainPathableBJ","d":"${指定点}处的${PathingType}通行状态为关闭","c":"指定类型单位不能通行即通行状态为关闭.如该点不能造建筑就是'建造'通行状态为关闭.可使用'环境-设置地形通行状态'来改变通行状态.","t":"地形通行状态关闭(指定点)"},{"n":"SetTerrainPathableBJ","d":"设置${指定点}处单元点的${Pathing}地形通行状态为:${On/Off}","c":"例:设置'建造'通行状态为开,则该点可以建造建筑.一个单元点范围为32x32.","t":"设置地形通行状态(指定点)"},{"n":"SetWaterBaseColorBJ","d":"设置水颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).100%透明的水是不可见的.","t":"设置水颜色"},{"n":"CreateFogModifierRectBJ","d":"创建一个状态为${Enabled/Disabled}的可见度修正器给${Player},设置${VisibilityState}在${Region}","c":"会创建可见度修正器.","t":"创建可见度修正器(矩形区域)"},{"n":"CreateFogModifierRadiusLocBJ","d":"创建一个状态为${Enabled/Disabled}的可见度修正器给${Player},设置${VisibilityState}在圆心为${指定点}半径为${Radius}的圆范围","c":"会创建可见度修正器.","t":"创建可见度修正器(圆范围)"},{"n":"GetLastCreatedFogModifier","d":"最后创建的可见度修正器","c":"最后一个由'可见度-创建可见度修正器'动作创建的可见度修正器.","t":"最后创建的可见度修正器"},{"n":"FogEnableOn","d":"启用战争迷雾","c":"","t":"启用战争迷雾"},{"n":"FogEnableOff","d":"禁用战争迷雾","c":"","t":"禁用战争迷雾"},{"n":"FogMaskEnableOn","d":"启用黑色阴影","c":"","t":"启用黑色阴影"},{"n":"FogMaskEnableOff","d":"禁用黑色阴影","c":"","t":"禁用黑色阴影"},{"n":"UseTimeOfDayBJ","d":"${On/Off}昼夜交替","c":"","t":"开启/关闭昼夜交替"},{"n":"SetTerrainFogExBJ","d":"迷雾风格:${Style},Z轴开始端:${Z-Start},Z轴结束端:${Z-End},密度:${Density}颜色:(${Red}%,${Green}%,${Blue}%)","c":"颜色格式为(红,绿,蓝).","t":"设置迷雾"},{"n":"SetDoodadAnimationBJ","d":"播放${AnimationName}动作对所有${装饰物类型}在半径为${Radius}圆心为${指定点}的圆范围内","c":"特殊动画名:'show','hide','soundon','soundoff'","t":"播放圆范围内地形装饰物动画"},{"n":"SetDoodadAnimationRectBJ","d":"播放${AnimationName}动作对所有${装饰物类型}在${Rect}内","c":"特殊动画名:'show','hide','soundon','soundoff'","t":"播放矩形区域内地形装饰物动画"},{"n":"AddUnitAnimationPropertiesBJ","d":"${Add/Remove}${Tag}动画附加名给${单位}","c":"比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态.","t":"添加/删除单位动画附加名"},{"n":"CreateImageBJ","d":"使用图像:${Image}大小:${Size}创建点:${指定点}Z轴偏移:${Z}图像类型:${Type}","c":"使用'图像-设置永久渲染状态'才能显示图像.创建点作为图像的左下角位置.该功能存在Bug,会在图像上和右面多出256象素.所以需要支持Alpha通道的图像且上和右面最后一行像素为透明才能完美显示.","t":"创建"},{"n":"ShowImageBJ","d":"${Show/Hide}${Image}","c":"","t":"显示/隐藏图像"},{"n":"SetImagePositionBJ","d":"改变${Image}的位置为${Position},Z轴偏移为${Z}","c":"指图像的左下角位置.","t":"改变图像位置(指定点)"},{"n":"SetImageColorBJ","d":"设置${Image}的颜色值为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变图像颜色"},{"n":"GetLastCreatedImage","d":"最后创建的图像","c":"最后一个使用'图像-创建'动作创建的图像.","t":"最后创建的图像"},{"n":"CreateUbersplatBJ","d":"创建一个地面纹理变化在${指定点},使用图像:${Type}颜色值:(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%(${Enable/Disable}暂停状态,${Enble/Disable}跳过出生动画)","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.使用'地面纹理变化-设置永久渲染状态'来显示创建的纹理变化.暂停状态表示动画播放完毕后是否继续保留该纹理变化.","t":"创建地面纹理变化"},{"n":"ShowUbersplatBJ","d":"${Show/Hide}${Ubersplat}","c":"","t":"显示/隐藏地面纹理变化"},{"n":"GetLastCreatedUbersplat","d":"最后创建的地面纹理变化","c":"最后一个使用'地面纹理-创建'动作创建的纹理变化.","t":"最后创建的地面纹理变化"},{"n":"PlaySoundBJ","d":"播放${音效}","c":"音效不能在地图初始化时播放.注意3D音效必须指定地点播放.","t":"播放音效"},{"n":"StopSoundBJ","d":"停止播放${音效}${AfterFading/Immediately}","c":"","t":"停止音效"},{"n":"SetSoundVolumeBJ","d":"设置${音效}的音量为${Volume}%","c":"","t":"设置音效音量"},{"n":"SetSoundOffsetBJ","d":"设置播放时间点为${Offset}秒对${音效}","c":"音效必须是正在播放的.不能用于3D音效.","t":"设置音效播放时间点"},{"n":"SetSoundPositionLocBJ","d":"设置${3D音效}的播放位置为${指定点}Z轴高度为${Z}","c":"该动作仅用于3D音效.","t":"设置3D音效位置(指定点)"},{"n":"PlaySoundAtPointBJ","d":"播放${3D音效},音量:${Volume}%播放位置:${指定点}Z轴高度:${Z}","c":"音效不能在地图初始化时播放.该动作只能用于播放3D音效.","t":"播放3D音效(指定点)"},{"n":"PlaySoundOnUnitBJ","d":"播放${3D音效},音量:${Volume}%,跟随单位:${目标单位}","c":"音效不能在地图初始化时播放.该动作只能用于播放3D音效.","t":"播放3D音效(跟随单位)"},{"n":"PlaySoundFromOffsetBJ","d":"播放${音效},音量:${Volume}%,跳过开始${Offset}秒","c":"音效不能在地图初始化时播放.该动作不能用于3D音效.","t":"跳播音效"},{"n":"PlayMusicBJ","d":"播放${背景音乐}","c":"","t":"播放背景音乐"},{"n":"PlayMusicExBJ","d":"播放${背景音乐},跳过开始${Offset}秒,淡入时间:${FadeTime}秒","c":"","t":"跳播背景音乐"},{"n":"SetMusicOffsetBJ","d":"设置当前背景音乐的播放时间点为${Offset}秒","c":"","t":"设置背景音乐播放时间点"},{"n":"PlayThematicMusicExBJ","d":"播放${MusicTheme}主题音乐,跳过开始${Offset}秒","c":"播放主题音乐一次,然后恢复原来的音乐.","t":"跳播主题音乐"},{"n":"SetThematicMusicOffsetBJ","d":"设置当前主题音乐播放时间点为${Offset}秒","c":"","t":"设置主题音乐播放时间点"},{"n":"SetMusicVolumeBJ","d":"设置背景音乐音量为${Volume}%","c":"","t":"设置背景音乐音量"},{"n":"GetSoundDurationBJ","d":"${音效}的长度","c":"单位为秒.","t":"音效长度"},{"n":"GetSoundFileDurationBJ","d":"${音乐}的长度","c":"单位为秒.","t":"音乐长度"},{"n":"GetLastPlayedSound","d":"最后播放的音效","c":"最后一个由'声音-播放音效'或'电影-播放单位消息'动作播放的音效.","t":"最后播放的音效"},{"n":"GetLastPlayedMusic","d":"最后播放的音乐","c":"最后一个由'声音-播放音乐'动作播放的音乐.","t":"最后播放的音乐"},{"n":"VolumeGroupSetVolumeBJ","d":"设置${VolumeChannel}的音量为${Volume}%","c":"","t":"设置多通道音量"},{"n":"SetCineModeVolumeGroupsBJ","d":"设置多通道音量为电影模式","c":"","t":"设置电影多通道音量环境"},{"n":"SetSpeechVolumeGroupsBJ","d":"设置多通道音量为语音模式","c":"语音模式即电影的播送单位消息功能.","t":"设置语音多通道音量环境"},{"n":"SetMapMusicIndexedBJ","d":"设置背景音乐列表为:${Music},播放序号:${Index}","c":"可指定播放文件或播放目录.","t":"设置背景音乐列表(指定播放)"},{"n":"SetMapMusicRandomBJ","d":"设置背景音乐列表为:${Music},随机播放","c":"可指定播放文件或播放目录.","t":"设置背景音乐列表(随机播放)"},{"n":"SetStackedSoundBJ","d":"${Add/Remove}${3D音效}到${地区}","c":"该动作仅用于3D音效.","t":"添加/删除区域音效"},{"n":"EnableDawnDusk","d":"${Enable/Disable}昼夜交替音效","c":"","t":"允许/禁止昼夜交替音效"},{"n":"SetAmbientDaySound","d":"使用${Theme}白天环境音效","c":"","t":"使用白天环境音效"},{"n":"SetAmbientNightSound","d":"使用${Theme}夜晚环境音效","c":"","t":"使用夜晚环境音效"},{"n":"AddSpecialEffectLocBJ","d":"在${指定点}创建特效:${ModelFile}","c":"","t":"创建特效(指定点)"},{"n":"AddSpecialEffectTargetUnitBJ","d":"创建并绑定特效到${AttachmentPoint}对${单位},使用模型:${ModelFile}","c":"","t":"创建特效(绑定单位)"},{"n":"GetLastCreatedEffectBJ","d":"最后创建的特效","c":"最后一个使用'特殊效果-创建特效'动作创建的效果.","t":"最后创建的特效"},{"n":"GetItemLoc","d":"${物品}的位置","c":"会创建点.","t":"物品位置"},{"n":"GetItemLifeBJ","d":"${物品}的当前生命值","c":"","t":"生命值"},{"n":"AddHeroXPSwapped","d":"增加${Quantity}经验值给${Hero},${Show/Hide}升级动画","c":"经验值不能倒退.","t":"增加经验值"},{"n":"DecUnitAbilityLevelSwapped","d":"降低${技能}等级对${单位}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"降低技能等级"},{"n":"IncUnitAbilityLevelSwapped","d":"提升${技能}等级对${单位}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"提升技能等级"},{"n":"SetUnitAbilityLevelSwapped","d":"设置${技能}等级对${单位}为${Level}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"设置技能等级"},{"n":"GetUnitAbilityLevelSwapped","d":"${技能}的等级对${单位}","c":"如果单位没有该技能,则返回0.","t":"单位技能等级"},{"n":"UnitHasBuffBJ","d":"${单位}拥有${魔法效果}","c":"","t":"拥有魔法效果"},{"n":"UnitRemoveBuffBJ","d":"删除${魔法效果}从${单位}","c":"","t":"删除指定魔法效果"},{"n":"UnitAddItemSwapped","d":"把${物品}给${单位}","c":"","t":"给予物品"},{"n":"UnitAddItemByIdSwapped","d":"创建${物品类型}给${单位}","c":"","t":"创建物品给英雄"},{"n":"UnitRemoveItemSwapped","d":"丢弃${物品},从${单位}身上","c":"物品将被丢弃在英雄脚下.","t":"丢弃物品(指定物品)"},{"n":"UnitRemoveItemFromSlotSwapped","d":"丢弃物品栏中第${Index}格的物品,从${单位}身上","c":"如果物品存在则会被丢弃在英雄脚下.","t":"丢弃物品(指定物品栏)"},{"n":"CreateItemLoc","d":"创建${物品}在${指定点}","c":"","t":"创建"},{"n":"GetLastCreatedItem","d":"最后创建的物品","c":"最后一个使用'物品-创建'或'英雄-创建物品给英雄'动作创建的物品.","t":"最后创建的物品"},{"n":"GetLastRemovedItem","d":"最后丢弃的物品","c":"最后一个使用'英雄-丢弃物品'动作丢弃的物品.","t":"最后丢弃的物品"},{"n":"SetItemPositionLoc","d":"移动${物品}到${指定点}","c":"","t":"移动物品到指定点(立即)(指定点)"},{"n":"SuspendHeroXPBJ","d":"${Enable/Disable}${Hero}的经验获取","c":"","t":"允许/禁止经验获取"},{"n":"SetPlayerHandicapXPBJ","d":"设置${Player}的经验获得率为${Percent}%","c":"","t":"设置经验获得率"},{"n":"GetPlayerHandicapXPBJ","d":"${Player}的经验增长率","c":"百分比数值,默认值为100.","t":"经验增长率"},{"n":"SetPlayerHandicapBJ","d":"设置${Player}的生命障碍为正常的${Percent}%","c":"生命上限影响玩家拥有单位的生命最大值.生命之书并不受生命上限限制,所以对英雄血量可能会有偏差.","t":"设置生命上限"},{"n":"GetPlayerHandicapBJ","d":"${Player}的生命障碍","c":"百分比数值,默认值为100.","t":"生命障碍"},{"n":"GetHeroStatBJ","d":"${Attribute}对${英雄}(${Include/Exclude}加成)","c":"","t":"英雄属性"},{"n":"ModifyHeroStat","d":"修改${Attribute}对${英雄}:${Modify}${Value}点","c":"","t":"修改英雄属性"},{"n":"ModifyHeroSkillPoints","d":"修改${英雄}的剩余技能点:${Modify}${Value}点","c":"","t":"修改剩余技能点"},{"n":"UnitDropItemPointLoc","d":"命令${单位}丢弃物品${物品}到${指定点}","c":"","t":"发布丢弃物品命令(指定点)"},{"n":"UnitDropItemSlotBJ","d":"命令${单位}移动${物品}到物品栏第${Index}格","c":"只有当单位持有该物品时才有效.","t":"移动物品到物品栏"},{"n":"UnitUseItemPointLoc","d":"命令${单位}使用${物品},目标点:${指定点}","c":"","t":"使用物品(指定点)"},{"n":"UnitItemInSlotBJ","d":"${单位}物品栏第${Index}格的物品","c":"第一个单位格的位置为1.","t":"单位持有物品"},{"n":"GetInventoryIndexOfItemTypeBJ","d":"${单位}所持有的${物品类型}的物品栏序号","c":"如果单位没有该类型的物品则返回0","t":"物品在物品栏的序号[C]"},{"n":"GetItemOfTypeFromUnitBJ","d":"${单位}所持有的${物品类型}","c":"注意：有多个相同物品时，只能获取第一个物品。","t":"单位持有物品(指定类型)"},{"n":"UnitHasItemOfTypeBJ","d":"${Hero}拥有${物品类型}","c":"","t":"持有物品(指定类型)"},{"n":"UnitInventoryCount","d":"${单位}所持有的物品数量","c":"","t":"持有物品数量"},{"n":"SetItemVisibleBJ","d":"${Show/Hide}${物品}","c":"只对在地面的物品有效,不会影响在物品栏中的物品.单位通过触发得到一个隐藏物品时,会自动显示该物品.","t":"显示/隐藏"},{"n":"IsItemHiddenBJ","d":"${物品}是隐藏的","c":"单位持有的物品也被认为是隐藏的.建议使用物品可见=False来作判断.","t":"物品隐藏"},{"n":"ChooseRandomItemExBJ","d":"等级${Level}的随机${Class}物品类型","c":"该功能为新版函数,使用新版等级作为参照对象.-1表示任何等级.","t":"随机物品类型(指定分类)"},{"n":"EnumItemsInRectBJ","d":"选取${矩形区域}内所有物品${做动作}","c":"组动作中可使用'选取物品'来获取对应的物品.区域内每个物品都会运行一次动作(包括隐藏物品,不包括单位身上的物品).等待不能在组动作中运行.","t":"选取矩形区域内物品做动作"},{"n":"RandomItemInRectBJ","d":"${矩形区域}内满足${条件}的一个随机物品","c":"使用'匹配物品'来指代条件中用于比较的物品.","t":"矩形区域内随机物品(指定条件)"},{"n":"RandomItemInRectSimpleBJ","d":"${矩形区域}内随机选取的一个物品","c":"","t":"矩形区域内随机物品"},{"n":"CheckItemStatus","d":"${物品}是${Status}的","c":"","t":"物品状态检查"},{"n":"CheckItemcodeStatus","d":"${物品类型}是${Status}的","c":"","t":"物品类型状态检查"},{"n":"UnitId2OrderIdBJ","d":"转换${单位类型}为命令ID","c":"","t":"转换单位类型为命令ID"},{"n":"UnitId2StringBJ","d":"转换${单位类型}为字符串","c":"","t":"转换单位类型为字符串"},{"n":"String2OrderIdBJ","d":"转换${字符串}为命令ID","c":"如''harvest'',''move'',''smart'',''attack''都是命令字符串.","t":"转换命令字符串为命令ID"},{"n":"OrderId2StringBJ","d":"转换${Order}为命令字符串","c":"如''harvest'',''move'',''smart'',''attack''都是命令字符串.","t":"转换命令ID为字符串"},{"n":"GetLastCreatedUnit","d":"最后创建的单位","c":"最后一个使用'单位-创建'动作创建的单位.","t":"最后创建的单位"},{"n":"CreateNUnitsAtLoc","d":"创建${Number}个${单位}给${Player}在${指定点},面向角度为${Direction}度","c":"面向角度采用角度制,0度为正东方向,90度为正北方向.使用'最后创建的单位组'来获取创建的所有单位.使用'最后创建的单位'来获取创建的单个单位.","t":"创建单位(面向角度)"},{"n":"CreateNUnitsAtLocFacingLocBJ","d":"创建${Number}${单位}给${Player}在${指定点},面向${指定点}","c":"使用'最后创建的单位组'来获取创建的所有单位.使用'最后创建的单位'来获取创建的单个单位.","t":"创建单位(面向点)"},{"n":"GetLastCreatedGroup","d":"最后创建的单位组","c":"最后一批通过'单位-创建'动作创建的单位.","t":"最后创建的单位组"},{"n":"CreateCorpseLocBJ","d":"创建一个${单位}的尸体给${Player}在${指定点}","c":"不是所有单位都有尸体形态.使用'最后创建的单位'来获取该尸体.","t":"创建尸体"},{"n":"UnitSuspendDecayBJ","d":"${Suspend/Resume}尸体腐烂对${单位}","c":"只对已完成死亡动作的尸体有效.","t":"暂停尸体腐烂"},{"n":"CreatePermanentCorpseLocBJ","d":"创建一个${Style}${单位}尸体给${Player}在${指定点}面向角度为${Direction}度","c":"肉态尸体经常会自动变为骨态尸体.","t":"创建永久性尸体"},{"n":"GetUnitStateSwap","d":"${Property}对于${单位}","c":"","t":"属性"},{"n":"GetUnitLifePercent","d":"${单位}的生命百分比","c":"","t":"生命百分比"},{"n":"GetUnitManaPercent","d":"${单位}的魔法百分比","c":"","t":"魔法百分比"},{"n":"SelectUnitSingle","d":"命令所有玩家选择${单位}","c":"使玩家取消选择所有已选单位,并选择该单位.","t":"选择单位(所有玩家)"},{"n":"SelectGroupBJ","d":"命令所有玩家选择${单位组}","c":"使所有玩家取消选择所有单位,并选择单位组中最多12个单位.","t":"选择单位组(所有玩家)"},{"n":"SelectUnitAdd","d":"命令所有玩家添加选择${单位}","c":"","t":"添加选择单位(所有玩家)"},{"n":"SelectUnitRemove","d":"命令所有玩家取消选择${单位}","c":"","t":"取消选择单位(所有玩家)"},{"n":"ClearSelectionForPlayer","d":"清空${Player}的选择","c":"使玩家取消选择所有已选单位.","t":"清空选择(指定玩家)"},{"n":"SelectUnitForPlayerSingle","d":"选择${单位}对${Player}","c":"使玩家取消选择所有单位,并选择该单位.","t":"选择单位(指定玩家)"},{"n":"SelectGroupForPlayerBJ","d":"选择${单位组}对${Player}","c":"使玩家取消选择所有单位,并选择单位组中最多12个单位.","t":"选择单位组(指定玩家)"},{"n":"SelectUnitAddForPlayer","d":"添加选择${单位}对${Player}","c":"使玩家添加选择该单位.","t":"添加选择单位(指定玩家)"},{"n":"SelectUnitRemoveForPlayer","d":"取消选择${单位}对${Player}","c":"使玩家取消选择该单位.","t":"取消选择单位(指定玩家)"},{"n":"SetUnitLifeBJ","d":"设置${单位}的生命值为${Value}","c":"","t":"设置生命值(指定值)"},{"n":"SetUnitManaBJ","d":"设置${单位}的魔法值为${Value}","c":"","t":"设置魔法值(指定值)"},{"n":"SetUnitLifePercentBJ","d":"设置${单位}的生命值为${Percent}%","c":"","t":"设置生命值(百分比)"},{"n":"SetUnitManaPercentBJ","d":"设置${单位}的魔法值为${Percent}%","c":"","t":"设置魔法值(百分比)"},{"n":"IsUnitGroupDeadBJ","d":"${单位组}中所有单位死亡","c":"","t":"单位组中所有单位死亡"},{"n":"IsUnitGroupEmptyBJ","d":"${单位组}为空","c":"","t":"单位组为空"},{"n":"IsUnitGroupInRectBJ","d":"${单位组}中所有单位在${矩形区域}内","c":"","t":"单位组中单位在矩形区域内"},{"n":"ShowUnitHide","d":"隐藏${单位}","c":"使用'单位-显示'来显示该单位.隐藏单位不会被'区域内单位'所选取.","t":"隐藏"},{"n":"ShowUnitShow","d":"显示${单位}","c":"使用'单位-隐藏'来显示该单位.隐藏单位不会被'区域内单位'所选取.","t":"显示"},{"n":"IssueBuildOrderByIdLocBJ","d":"命令${单位}建造${单位类型}在${指定点}","c":"","t":"发布建造命令(指定点)"},{"n":"SetUnitPropWindowBJ","d":"改变${单位}的转向角度为${数值}度","c":"设置单位转身时的转向角度.数值越大转向幅度越大.大于360度的角将作为359度角处理.","t":"改变单位转向角度(角度制)"},{"n":"GetUnitPropWindowBJ","d":"${单位}的当前转向角度","c":"单位转身时的转向角度.数值越大转向幅度越大.","t":"当前转向角度(角度制)"},{"n":"EnableCreepSleepBJ","d":"${Enable/Disable}中立生物睡眠","c":"只影响夜晚的睡眠.不影响催眠魔法.","t":"允许/禁止中立生物睡眠"},{"n":"UnitGenerateAlarms","d":"设置警报对${单位}${On/Off}","c":"只作用于建筑.","t":"设置警报开启/关闭"},{"n":"DoesUnitGenerateAlarms","d":"${单位}处于开启警报状态","c":"","t":"开启警报"},{"n":"PauseAllUnitsBJ","d":"${Pause/Unpause}所有单位","c":"该动作只作用于当前存在于地图的单位.对于之后创建或复活的单位并不会受到影响.","t":"暂停/恢复所有单位"},{"n":"PauseUnitBJ","d":"${Pause/Unpause}${单位}","c":"","t":"暂停/恢复"},{"n":"UnitPauseTimedLifeBJ","d":"${Pause/Unpause}${单位}的生命周期","c":"只有召唤单位有生命周期.","t":"暂停/恢复生命周期"},{"n":"UnitApplyTimedLifeBJ","d":"设置${Duration}秒${BuffType}类型的生命周期对${单位}","c":"","t":"设置生命周期"},{"n":"UnitShareVisionBJ","d":"${Grant/Deny}共享${单位}的视野对${Player}","c":"","t":"共享视野"},{"n":"UnitRemoveBuffsBJ","d":"删除${BuffType}魔法效果从${单位}","c":"","t":"删除魔法效果(指定类别)"},{"n":"UnitRemoveBuffsExBJ","d":"删除${BuffType}${BuffResist}Buff从${单位}(${Include/Exclude}生命周期,${Include/Exclude}光环)","c":"buff性质选项第4项为无效选项,仅为兼容而保留.","t":"删除魔法效果(详细类别)"},{"n":"UnitCountBuffsExBJ","d":"${BuffType}${BuffResist}Buff数量在${单位}身上(${Include/Exclude}生命周期,${Include/Exclude}光环)","c":"","t":"拥有Buff数量"},{"n":"UnitRemoveAbilityBJ","d":"删除${技能}从${单位}","c":"","t":"删除技能"},{"n":"UnitAddAbilityBJ","d":"添加${技能}给${单位}","c":"","t":"添加技能"},{"n":"UnitRemoveTypeBJ","d":"删除${Classification}类别从${单位}","c":"并非所有类别都是可以删除的,建议使用新函数.","t":"删除类别"},{"n":"UnitAddTypeBJ","d":"添加${Classification}类别到${单位}","c":"并非所有类别都是可以添加的,建议使用新函数.","t":"添加类别"},{"n":"ExplodeUnitBJ","d":"使${单位}爆炸而死","c":"爆炸死亡不会留下尸体.","t":"爆炸"},{"n":"ReplaceUnitBJ","d":"将${单位}替换为${单位类型}使用${PropertyUsage}生命和魔法","c":"使用'最后替换的单位'来获取该单位.如果是不死族金矿被替换,经常还会留下一个普通的金矿.实际上就是创建加删除单位","t":"替换"},{"n":"GetLastReplacedUnitBJ","d":"最后替换的单位","c":"最后一个使用'单位-替换'替换的单位.","t":"最后替换的单位"},{"n":"SetUnitPositionLocFacingBJ","d":"立即移动${单位}到${指定点},面向角度${Direction}度","c":"建议使用'移动单位'+'设置面向角度'动作.面向角度采用角度制,0度为正东方向,90度为正北方向.","t":"移动单位面向角度(立即)"},{"n":"SetUnitPositionLocFacingLocBJ","d":"立即移动${单位}到${指定点},并面向${指定点}","c":"建议使用'移动单位'+'设置面向角度'动作.","t":"移动单位面向点(立即)"},{"n":"AddItemToStockBJ","d":"添加${物品类型}到${Marketplace}并设置库存量:${Count}最大库存量:${Max}","c":"只影响有'出售物品'技能的单位.","t":"添加物品(指定市场)"},{"n":"AddUnitToStockBJ","d":"添加${单位类型}到${Marketplace}并设置库存量:${Count}最大库存量:${Max}","c":"只影响有'出售单位'技能的单位.","t":"添加单位(指定市场)"},{"n":"RemoveItemFromStockBJ","d":"删除${物品类型}从${Marketplace}","c":"只影响有'出售物品'技能的单位","t":"删除物品(指定市场)"},{"n":"RemoveUnitFromStockBJ","d":"删除${单位类型}从${Marketplace}","c":"只影响有'出售单位'技能的单位.","t":"删除单位(指定市场)"},{"n":"SetUnitUseFoodBJ","d":"${Enable/Disable}${单位}的人口占用","c":"","t":"允许/禁止人口占用"},{"n":"UnitDamagePointLoc","d":"命令${单位}在${Seconds}秒后对半径为${Size}圆心为${指定点}的范围造成${Amount}点伤害,攻击类型:${AttackType}伤害类型:${DamageType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害区域"},{"n":"UnitDamageTargetBJ","d":"命令${单位}对${Target}造成${Amount}点伤害,攻击类型:${AttackType}伤害类型:${DamageType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害目标"},{"n":"CreateDestructableLoc","d":"创建${可破坏物类型}在${指定点},面向角度:${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"面向角度采用角度制,0度为正东方向,90度为正北方向.使用'最后创建的可破坏物'来获取创建的物体.","t":"创建可破坏物"},{"n":"CreateDeadDestructableLocBJ","d":"创建死亡的${可破坏物类型}在${指定点},面向角度:${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"面向角度采用角度制,0度为正东方向,90度为正北方向.使用'最后创建的可破坏物'来获取创建的物体.","t":"创建可破坏物(死亡)"},{"n":"GetLastCreatedDestructable","d":"最后创建的可破坏物","c":"最后一个使用'可破坏物-创建'动作创建的可破坏物.","t":"最后创建的可破坏物"},{"n":"ShowDestructableBJ","d":"${Show/Hide}${可破坏物}","c":"隐藏的可破坏物不被显示,但仍影响通行和视线.","t":"显示/隐藏"},{"n":"GetDestructableLoc","d":"${可破坏物}的位置","c":"会创建点.","t":"可破坏物位置"},{"n":"EnumDestructablesInRectAll","d":"选取${矩形区域}内所有可破坏物${做动作}","c":"组动作中可使用'选取的可破坏物'来获取对应的可破坏物.每个可破坏物都会运行一次动作(包括死亡和隐藏的).等待不能在组动作中运行.","t":"选取矩形区域内可破坏物做动作"},{"n":"IsDestructableDeadBJ","d":"${可破坏物}是死亡的","c":"","t":"可破坏物死亡"},{"n":"IsDestructableAliveBJ","d":"${可破坏物}是存活的","c":"","t":"可破坏物存活"},{"n":"RandomDestructableInRectBJ","d":"${矩形区域}内满足${条件}的一个随机可破坏物","c":"使用'匹配的可破坏物'来指代条件中用于比较的可破坏物.","t":"矩形区域内的随机可破坏物(指定条件)"},{"n":"RandomDestructableInRectSimpleBJ","d":"${矩形区域}内随机选取一个可破坏物","c":"","t":"矩形区域内的随机可破坏物"},{"n":"EnumDestructablesInCircleBJ","d":"选取${Radius}范围以${指定点}为中心的区域内所有可破坏物${做动作}","c":"组动作中可使用'选取的可破坏物'来获取对应的可破坏物.每个可破坏物都会运行一次动作(包括死亡和隐藏的).等待不能在组动作中运行.","t":"选取指定点范围内可破坏物做动作"},{"n":"SetDestructableLifePercentBJ","d":"设置${可破坏物}的生命值为${Percent}%","c":"","t":"设置生命值(百分比)"},{"n":"ModifyGateBJ","d":"${Open/Close/Destroy}${大门}","c":"","t":"打开/关闭/破坏大门"},{"n":"GetElevatorHeight","d":"${升降机}的高度","c":"可以使用'可破坏物-设置升降机高度'来设置升降机高度.","t":"升降机高度"},{"n":"ChangeElevatorHeight","d":"设置${升降机}的高度为${Height}","c":"","t":"设置升降机高度"},{"n":"ChangeElevatorWalls","d":"${Open/Close}${Walls}对${升降机}","c":"","t":"打开/关闭升降机墙壁"},{"n":"WaygateActivateBJ","d":"${Enable/Disable}${传送门}","c":"","t":"启用/禁用传送门"},{"n":"WaygateSetDestinationLocBJ","d":"设置${传送门}的目的地为${Target}","c":"","t":"设置传送门目的点"},{"n":"WaygateGetDestinationLocBJ","d":"${传送门}的目的地","c":"会创建点.","t":"传送门目的地"},{"n":"UnitSetUsesAltIconBJ","d":"${On/Off}${单位}的小地图特殊标志","c":"使用'中立建筑-设置小地图特殊标志'动作来设置显示的标志.默认为中立建筑标志.","t":"开启/关闭小地图特殊标志"},{"n":"ForceUIKeyBJ","d":"命令${Player}按下${Key}键","c":"","t":"强制按键"},{"n":"ForceUICancelBJ","d":"命令${Player}按下Esc键","c":"","t":"强制按Esc键"},{"n":"GroupAddUnitSimple","d":"添加${单位}到${单位组}","c":"并不影响单位本身.","t":"添加单位"},{"n":"GroupRemoveUnitSimple","d":"把${单位}从${单位组}移除","c":"并不影响单位本身.","t":"移除单位"},{"n":"GroupAddGroup","d":"添加${单位组}内所有单位到${单位组}","c":"并不影响单位本身.","t":"添加单位组"},{"n":"GroupRemoveGroup","d":"把${单位组}中的单位从${单位组}移除","c":"并不影响单位本身.","t":"移除单位组"},{"n":"ForceAddPlayerSimple","d":"添加${Player}到${玩家组}","c":"并不影响玩家本身.","t":"添加玩家"},{"n":"ForceRemovePlayerSimple","d":"将${Player}从${玩家组}移除","c":"并不影响玩家本身.","t":"移除玩家"},{"n":"GroupPickRandomUnit","d":"${单位组}中随机选取的一个单位","c":"","t":"单位组中随机单位"},{"n":"ForcePickRandomPlayer","d":"${玩家组}中随机抽取的一名玩家.","c":"","t":"玩家组中随机玩家"},{"n":"GetUnitsInRectMatching","d":"${矩形区域}内满足${条件}的所有单位","c":"使用'匹配单位'指代条件中用于比较的单位.会创建单位组.","t":"矩形区域内的单位(指定条件)"},{"n":"GetUnitsInRectAll","d":"${矩形区域}内的所有单位","c":"会创建单位组.","t":"矩形区域内的单位"},{"n":"GetUnitsInRectOfPlayer","d":"${矩形区域}内属于${Player}的所有单位","c":"会创建单位组.","t":"矩形区域内的玩家单位"},{"n":"GetUnitsInRangeOfLocMatching","d":"半径为${Radius}圆心为${指定点}且满足${条件}的所有单位","c":"使用'匹配单位'指代条件中用于比较的单位.会创建单位组.","t":"圆范围内单位(指定条件)"},{"n":"GetUnitsInRangeOfLocAll","d":"半径为${Radius}圆心为${指定点}的圆范围内所有单位","c":"会创建单位组.","t":"圆范围内单位"},{"n":"GetUnitsOfTypeIdAll","d":"所有${单位类型}","c":"会创建单位组.","t":"所有指定类型单位"},{"n":"GetUnitsOfPlayerMatching","d":"属于${Player}并满足${条件}的所有单位","c":"使用'匹配单位'指代条件中用于比较的单位.会创建单位组.","t":"玩家单位(指定条件)"},{"n":"GetUnitsOfPlayerAll","d":"属于${Player}的所有单位","c":"会创建单位组.","t":"玩家单位"},{"n":"GetUnitsOfPlayerAndTypeId","d":"属于${Player}的所有${单位类型}","c":"会创建单位组.","t":"玩家单位(指定单位类型)"},{"n":"GetUnitsSelectedAll","d":"${Player}选择的所有单位","c":"不能用于触发条件.会创建单位组.","t":"玩家选择单位"},{"n":"GetForceOfPlayer","d":"转换${Player}为玩家组","c":"会创建玩家组.","t":"转换玩家为玩家组"},{"n":"GetPlayersAll","d":"所有玩家","c":"包括未使用玩家和中立玩家.","t":"所有玩家"},{"n":"GetPlayersByMapControl","d":"所有${ControlType}控制的玩家","c":"会创建玩家组.","t":"所有指定控制者的玩家"},{"n":"GetPlayersAllies","d":"所有${Player}的联盟玩家","c":"需要双方互为联盟状态,包括自己,不包括中立玩家.会创建玩家组.","t":"玩家的盟友"},{"n":"GetPlayersEnemies","d":"所有${Player}的敌对玩家","c":"对其敌对的所有玩家,不包括中立玩家.会创建玩家组.","t":"玩家的敌人"},{"n":"GetPlayersMatching","d":"所有符合${条件}的玩家","c":"使用'匹配玩家'指代条件中用于比较的玩家,包括未使用玩家和中立玩家.会创建玩家组.","t":"所有符合条件的玩家"},{"n":"CountUnitsInGroup","d":"${单位组}中的单位数量","c":"","t":"单位组中单位数量"},{"n":"CountPlayersInForceBJ","d":"${玩家组}中的玩家数量","c":"","t":"玩家组中玩家数量"},{"n":"GetRandomSubGroup","d":"随机获取${Count}个单位从${单位组}","c":"会创建单位组.该函数不能使用设置bj_wantDestroyGroup=true来清除group,会导致该动作无效.","t":"单位组中随机单位"},{"n":"CountLivingPlayerUnitsOfTypeId","d":"${单位类型}的数量对${Player}","c":"","t":"玩家拥有单位数量"},{"n":"ResetUnitAnimation","d":"重置${单位}的动作,恢复到普通状态","c":"无论该单位在什么动作,都将把单位的动作恢复到普通状态(也就是'stand'动作的状态).","t":"重置单位动画"},{"n":"SetUnitTimeScalePercent","d":"改变${单位}的动画播放速度为正常速度的${Percent}%","c":"设置100%动画播放速度来恢复正常状态.","t":"改变单位动画播放速度(按百分比)"},{"n":"SetUnitScalePercent","d":"设置${Unit}的缩放尺寸为(${X}%,${Y}%,${Z}%)","c":"缩放尺寸使用(长,宽,高)格式.","t":"改变单位尺寸(按比例)"},{"n":"SetUnitVertexColorBJ","d":"改变${单位}的颜色比例:(${Red}%,${Green}%,${Blue}%),透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).大多数单位使用100%的颜色值和0%透明度.100%透明度是完全透明的.","t":"改变单位颜色(RGB:0-100%)"},{"n":"UnitAddIndicatorBJ","d":"对${单位}闪动指示器,使用颜色(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"闪动指示器(对单位)"},{"n":"DestructableAddIndicatorBJ","d":"对${可破坏物}闪动指示器,使用颜色(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"闪动指示器(对可破坏物)"},{"n":"ItemAddIndicatorBJ","d":"对${物品}闪动指示器,使用颜色(${Red}%,${Green}%,${Blue}%)透明度${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"闪动指示器(对物品)"},{"n":"SetUnitFacingToFaceLocTimed","d":"设置${单位}面向${点},使用时间${Time}秒","c":"","t":"设置单位面向点"},{"n":"SetUnitFacingToFaceUnitTimed","d":"设置${单位}面向${目标单位},使用时间${Time}秒","c":"只是面向当前单位所在点而已.并不会因为单位位置改变而改变目标位置.","t":"设置单位面向单位"},{"n":"SetDestAnimationSpeedPercent","d":"改变${可破坏物}的动画播放速度为正常的${Percent}%","c":"设置100%动画播放速度来恢复正常状态.","t":"改变可破坏物动画播放速度"},{"n":"DialogDisplayBJ","d":"${Show/Hide}${Dialog}对${Player}","c":"对话框不能应用于地图初始化事件.","t":"显示/隐藏"},{"n":"DialogAddButtonBJ","d":"为${Dialog}添加一个对话按钮,按钮标签为${Text}","c":"使用'最后创建的对话按钮'来获得创建的对话按钮.","t":"添加对话按钮"},{"n":"DialogAddButtonWithHotkeyBJ","d":"为${对话框}添加一个按钮,按钮标题为:${文字},快捷键为:${HotKey}","c":"使用'最后创建的对话按钮'来获得创建的对话按钮.","t":"添加对话框按钮(有快捷键)[R]"},{"n":"GetLastCreatedButtonBJ","d":"最后创建的对话框按钮","c":"最后一个由'对话框-创建对话框按钮'动作创建的对话框按钮.","t":"最后创建的对话框按钮"},{"n":"SetPlayerAllianceBJ","d":"命令${Player}设置${AllianceType}${On/Off}对${Player}","c":"","t":"设置联盟状态(指定项目)"},{"n":"SetPlayerAllianceStateBJ","d":"命令${Player}设置对${Player}的联盟状态为${AllianceSetting}","c":"","t":"设置联盟状态"},{"n":"SetForceAllianceStateBJ","d":"命令${Player}设置对${Player}的联盟状态为${AllianceSetting}","c":"","t":"设置联盟"},{"n":"ShareEverythingWithTeam","d":"设置${Player}对盟友共享视野和完全控制权","c":"当玩家互相为盟友时才有效.同时玩家也会获得其盟友的单位控制权.","t":"共享视野和完全控制权"},{"n":"MakeUnitsPassiveForPlayer","d":"改变${Player}所有单位为中立受害单位","c":"默认状态中立受害受所有玩家欺凌而不抵抗.","t":"设置玩家单位为中立受害单位"},{"n":"CustomVictoryBJ","d":"设置${Player}胜利(${Show/Skip}胜利对话框,${Show/Skip}计分屏)","c":"","t":"游戏胜利"},{"n":"CustomDefeatBJ","d":"设置${Player}失败并显示失败信息:${文字}","c":"","t":"游戏失败"},{"n":"SetNextLevelBJ","d":"设置下一关卡为${Level}","c":"设置游戏结束后的下一关卡.","t":"设置下一关卡"},{"n":"SetPlayerOnScoreScreenBJ","d":"${Show/Hide}${Player}在计分屏的显示.","c":"","t":"显示/隐藏计分屏显示"},{"n":"CreateQuestBJ","d":"创建一个${QuestType}任务,标题:${文字}任务说明:${文字}任务图标:${IconPath}","c":"","t":"创建任务"},{"n":"QuestSetEnabledBJ","d":"${Enable/Disable}${Quest}","c":"被禁用的任务将不会显示在任务列表.","t":"启用/禁用任务"},{"n":"GetLastCreatedQuestBJ","d":"最后创建的任务","c":"最后一个由'任务-创建任务'动作创建的任务.","t":"最后创建的任务"},{"n":"CreateQuestItemBJ","d":"为${Quest}创建一个任务项目:${文字}","c":"","t":"创建任务项目"},{"n":"GetLastCreatedQuestItemBJ","d":"最后创建的任务项目","c":"最后一个由'任务-创建任务项目'动作创建的任务项目.","t":"最后创建的任务项目"},{"n":"CreateDefeatConditionBJ","d":"创建失败条件:${文字}","c":"失败条件会在每个任务中显示.","t":"创建失败条件"},{"n":"GetLastCreatedDefeatConditionBJ","d":"最后创建的失败条件","c":"最后一个由'任务-创建失败条件'动作创建的失败条件.","t":"最后创建的失败条件"},{"n":"QuestMessageBJ","d":"对${玩家组}发送${QuestMessageType}信息:${文字}","c":"","t":"发送任务信息"},{"n":"StartTimerBJ","d":"运行${计时器}，模式:${模式}，周期:${时间}秒","c":"","t":"运行计时器"},{"n":"PauseTimerBJ","d":"${Pause/Resume}${Timer}","c":"","t":"暂停/恢复计时器"},{"n":"GetLastCreatedTimerBJ","d":"最后启用的计时器","c":"最后一个由'计时器-启用计时器'动作启用的计时器.","t":"最后启用的计时器"},{"n":"CreateTimerDialogBJ","d":"为${计时器}创建计时器窗口,标题:${文字}","c":"计时器窗口不能在地图初始化时显示.","t":"创建计时器窗口"},{"n":"TimerDialogSetTitleColorBJ","d":"改变${TimerWindow}的标题颜色为(${红}%,${绿}%,${蓝}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变计时器窗口标题颜色"},{"n":"TimerDialogSetTimeColorBJ","d":"改变${TimerWindow}的计时颜色为(${红}%,${绿}%,${蓝}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变计时器窗口计时颜色"},{"n":"TimerDialogDisplayForPlayerBJ","d":"${Show/Hide}${计时器窗口}应用于${Player}","c":"计时器窗口不能在地图初始化时显示.","t":"显示/隐藏计时器窗口(指定玩家)"},{"n":"TimerDialogDisplayBJ","d":"${Show/Hide}${计时器窗口}","c":"计时器窗口不能在地图初始化时显示.","t":"显示/隐藏计时器窗口(所有玩家)"},{"n":"GetLastCreatedTimerDialogBJ","d":"最后创建的计时器窗口","c":"最后一个由'计时器-创建计时器窗口'动作创建的计时器窗口.","t":"最后创建的计时器窗口"},{"n":"LeaderboardSetPlayerItemValueBJ","d":"设置${Player}在${Leaderboard}中的分数为:${Value}","c":"","t":"改变玩家分数"},{"n":"LeaderboardSetPlayerItemLabelBJ","d":"设置${Player}在${Leaderboard}中的名字为${文字}","c":"","t":"改变玩家名字"},{"n":"LeaderboardSetPlayerItemStyleBJ","d":"设置${Player}在${Leaderboard}中的显示样式:${Show/Hide}名字,${Show/Hide}分数,${Show/Hide}图标","c":"","t":"设置玩家显示样式"},{"n":"LeaderboardSetPlayerItemLabelColorBJ","d":"设置${Player}在${Leaderboard}中的名字颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置玩家名字颜色"},{"n":"LeaderboardSetPlayerItemValueColorBJ","d":"设置${Player}在${Leaderboard}中的分数颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变玩家分数颜色"},{"n":"LeaderboardSetLabelColorBJ","d":"设置${Leaderboard}的文字颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置文字颜色"},{"n":"LeaderboardSetValueColorBJ","d":"设置${Leaderboard}的数值颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置数值颜色"},{"n":"CreateLeaderboardBJ","d":"对${玩家组}创建排行榜,使用标题:${文字}","c":"排行榜不能在地图初始化时显示.标题为空则不显示标题栏.","t":"创建"},{"n":"LeaderboardDisplayBJ","d":"${Show/Hide}${排行榜}","c":"排行榜不能在地图初始化时显示.","t":"显示/隐藏"},{"n":"LeaderboardAddItemBJ","d":"添加${Player}到${Leaderboard},使用名字:${文字}设置分数:${Value}","c":"","t":"添加玩家"},{"n":"LeaderboardRemovePlayerItemBJ","d":"把${Player}从${Leaderboard}移除","c":"","t":"移除玩家"},{"n":"LeaderboardSortItemsBJ","d":"将${排行榜}按${Field}使用${Ascending/Descending}排列","c":"","t":"排序"},{"n":"LeaderboardGetPlayerIndexBJ","d":"${Player}在${Leaderboard}的排名","c":"","t":"排行榜位置"},{"n":"LeaderboardGetIndexedPlayerBJ","d":"第${Position}位玩家在${Leaderboard}中","c":"","t":"玩家所在排行榜位置"},{"n":"GetLastCreatedLeaderboard","d":"最后创建的排行榜","c":"最后一个由'排行榜-创建排行榜'动作创建的排行榜.","t":"最后创建的排行榜"},{"n":"CreateMultiboardBJ","d":"创建一个列数为${Columns}行数为${Rows}标题为${文字}的多面板","c":"多面板不能在地图初始化时显示.","t":"创建"},{"n":"GetLastCreatedMultiboard","d":"最后创建的多面板","c":"最后一个由'多面板-创建多面板'动作创建的多面板.","t":"最后创建的多面板"},{"n":"MultiboardDisplayBJ","d":"${Show/Hide}${Multiboard}","c":"多面板不能在地图初始化时显示.","t":"显示/隐藏"},{"n":"MultiboardMinimizeBJ","d":"${Minimize/Maximize}${Multiboard}","c":"最小化的多面板只显示标题.","t":"最大/最小化"},{"n":"MultiboardSetTitleTextColorBJ","d":"设置${Multiboard}的标题颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置标题颜色"},{"n":"MultiboardAllowDisplayBJ","d":"${Show/Hide}多面板模式","c":"隐藏多面板模式将无法显示多面板.","t":"显示/隐藏多面板模式"},{"n":"MultiboardSetItemStyleBJ","d":"设置${Multiboard}第${Column}列,第${Row}行项目的显示风格:${Show/Hide}文字${Show/Hide}图标","c":"可以设置行/列数为0来指代所有的行/列.","t":"设置项目显示风格"},{"n":"MultiboardSetItemValueBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目文本为${文字}","c":"可以设置行/列数为0来指代所有的行/列.","t":"设置项目文本"},{"n":"MultiboardSetItemColorBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"可以设置行/列数为0来指代所有的行/列.颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"设置项目颜色"},{"n":"MultiboardSetItemWidthBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目宽度为屏幕的${Width}%","c":"","t":"设置项目宽度"},{"n":"MultiboardSetItemIconBJ","d":"设置${Multiboard}第${Column}列,第${Row}行的项目图标为${IconFile}","c":"","t":"设置项目图标"},{"n":"SetTextTagColorBJ","d":"改变${FloatingText}的颜色为(${Red}%,${Green}%,${Blue}%)透明度为${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"改变颜色"},{"n":"SetTextTagVelocityBJ","d":"设置${FloatingText}的移动速率为${Speed},方向为${Angle}度","c":"对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动.方向采用角度制,0度为正东方向,90度为正北方向.","t":"设置速率"},{"n":"SetTextTagTextBJ","d":"改变${FloatingText}的内容为${文字},字体大小:${Size}","c":"","t":"改变文字内容"},{"n":"SetTextTagPosBJ","d":"改变${FloatingText}的位置为${指定点},Z轴高度为${Z}","c":"","t":"改变位置(点)"},{"n":"CreateTextTagLocBJ","d":"创建漂浮文字:${文字}在${指定点},Z轴高度:${Z},字体大小:${Size},颜色值:(${Red}%,${Green}%,${Blue}%),透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"创建漂浮文字(指定地点)"},{"n":"CreateTextTagUnitBJ","d":"创建漂浮文字:${文字}在${单位}的头顶,Z轴偏移${Z},字体大小:${Size},颜色值:(${Red}%,${Green}%,${Blue}%),透明度:${Transparency}%","c":"该方式创建的漂浮文字并不会跟随单位一起移动.颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"创建漂浮文字(指定单位)"},{"n":"ShowTextTagForceBJ","d":"${Show/Hide}${FloatingText}对${玩家组}","c":"","t":"显示/隐藏"},{"n":"GetLastCreatedTextTag","d":"最后创建的漂浮文字","c":"最后一个由'漂浮文字-创建漂浮文字'动作创建的漂浮文字.","t":"最后创建的漂浮文字"},{"n":"PauseGameOn","d":"暂停游戏","c":"","t":"暂停游戏"},{"n":"PauseGameOff","d":"恢复游戏","c":"","t":"恢复游戏"},{"n":"SetUserControlForceOn","d":"启用${玩家组}的控制权","c":"","t":"启用玩家控制权(指定玩家组)"},{"n":"SetUserControlForceOff","d":"禁用${玩家组}的控制权","c":"","t":"禁用玩家控制权(指定玩家组)"},{"n":"ShowInterfaceForceOn","d":"对${玩家组}关闭信箱模式,转换时间为${Duration}秒","c":"关闭信箱模式,返回游戏界面.","t":"信箱模式开启关闭(指定玩家组)"},{"n":"ShowInterfaceForceOff","d":"对${玩家组}开启信箱模式,转换时间为${Duration}秒","c":"使用电影镜头模式,隐藏游戏界面.","t":"信箱模式开启(指定玩家组)"},{"n":"PingMinimapLocForForce","d":"对${玩家组}发送小地图信号到${指定点},持续时间:${Duration}秒","c":"","t":"小地图信号(指定玩家组)"},{"n":"PingMinimapLocForForceEx","d":"对${玩家组}发送小地图信号到${指定点},持续时间:${Duration}秒,信号类型:${Style}信号颜色:(${Red}%,${Green}%,${Blue}%)","c":"颜色格式为(红,绿,蓝).警告信号总是红色不可变.","t":"小地图信号(指定颜色)(指定玩家组)"},{"n":"EnableWorldFogBoundaryBJ","d":"${Enable/Disable}边界染色,应用于${玩家组}","c":"禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的.","t":"允许/禁止边界染色(指定玩家组)"},{"n":"EnableOcclusionBJ","d":"${Enable/Disable}闭塞对${玩家组}","c":"","t":"允许/禁止闭塞(指定玩家组)"},{"n":"TransmissionFromUnitWithNameBJ","d":"对${玩家组}播送信息,发言单位:${单位}显示名字:${文字},播放音效:${音效}显示信息:${文字}持续时间:${Method}${Time}秒并${Wait/Don'tWait}","c":"'没有声音'的持续时间为5秒.等待表示其他动作需要等待信息播放完毕后才能运行.","t":"播送单位消息(指定单位)"},{"n":"TransmissionFromUnitTypeWithNameBJ","d":"对${玩家组}播送信息,发言单位:${Player}的${单位类型}显示名字:${文字}发言位置:${指定点}播放音效:${音效}显示信息:${文字}持续时间:${Method}${Time}秒并${Wait/Don'tWait}","c":"'没有声音'的持续时间为5秒.等待表示其他动作需要等待信息播放完毕后才能运行.","t":"播送单位消息(指定单位-类型)"},{"n":"GetLastTransmissionDurationBJ","d":"最后发言长度","c":"最后一次使用'电影-播送单位消息'动作的单位发言时间.","t":"最后发言长度"},{"n":"CinematicModeExBJ","d":"${On/Off}电影模式对${玩家组},转换时间为${Time}秒","c":"","t":"电影模式(指定时间)"},{"n":"CinematicModeBJ","d":"${On/Off}电影模式对${玩家组}","c":"","t":"电影模式"},{"n":"CinematicFadeBJ","d":"${FadeType}使用${Duration}秒时间,使用图片:${Texture}颜色值:(${Red}%,${Green}%,${Blue}%)透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"淡入淡出滤镜"},{"n":"CinematicFilterGenericBJ","d":"持续时间:${Duration}秒,混合方式:${BlendingMethod}使用图片:${Texture}开始颜色值:(${Red}%,${Green}%,${Blue}%)透明度:${Transparency}%,结束颜色值:(${Red}%,${Green}%,${Blue}%)透明度:${Transparency}%","c":"颜色格式为(红,绿,蓝).透明度100%是不可见的.","t":"高级滤镜"},{"n":"RescueUnitBJ","d":"营救${单位},改变所属为${Player}并${Change/RetainColor}","c":"","t":"营救单位"},{"n":"SetRescueUnitColorChangeBJ","d":"设置单位${Change/RetainColor}当被营救时","c":"默认情况单位被营救时会改变颜色.不影响已经被营救的单位.","t":"设置营救颜色(单位)"},{"n":"SetRescueBuildingColorChangeBJ","d":"设置建筑${Change/RetainColor}当被营救时","c":"默认建筑被营救时不会改变颜色.不影响已经被营救的建筑.","t":"设置营救颜色(建筑)"},{"n":"MakeUnitRescuableToForceBJ","d":"设置${单位}${Rescuable/Unrescuable}对${玩家组}","c":"","t":"设置可否营救(对玩家组)"},{"n":"SetPlayerTechResearchedSwap","d":"设置${科技}的等级为${Level}对${Player}","c":"科技等级不能倒退.","t":"设置科技等级"},{"n":"SetPlayerTechMaxAllowedSwap","d":"设置${科技}的等级为${Level}对${Player}","c":"科技等级不能倒退.","t":"设置最大科技等级"},{"n":"SetPlayerMaxHeroesAllowed","d":"限制英雄数量为${Limit}对${Player}","c":"-1为无限制,0为不能生产.","t":"限制英雄数量"},{"n":"GetPlayerTechCountSimple","d":"${科技}的当前等级对${Player}","c":"","t":"当前科技等级"},{"n":"GetPlayerTechMaxAllowedSwap","d":"${科技}的最大等级对${Player}","c":"","t":"最大科技等级"},{"n":"SetPlayerAbilityAvailableBJ","d":"${Enable/Disable}${技能}对${Player}","c":"设置玩家能否使用该技能.","t":"允许/禁用技能"},{"n":"SetCampaignMenuRaceBJ","d":"设置战役背景为${Campaign}","c":"","t":"设置战役背景"},{"n":"SetMissionAvailableBJ","d":"${Enable/Disable}${Mission}","c":"","t":"允许/禁止关卡"},{"n":"SetCampaignAvailableBJ","d":"${Enable/Disable}${Campaign}","c":"","t":"允许/禁止战役"},{"n":"SetCinematicAvailableBJ","d":"${Enable/Disable}${Cinematic}","c":"","t":"允许/禁止开场电影"},{"n":"InitGameCacheBJ","d":"创建游戏缓存,使用文件名:${Filename}","c":"","t":"创建游戏缓存"},{"n":"GetLastCreatedGameCacheBJ","d":"最后创建的游戏缓存","c":"最后一个由'游戏缓存-创建缓存'动作创建的缓存.","t":"最后创建的游戏缓存"},{"n":"StoreRealBJ","d":"记录${实数},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录实数"},{"n":"StoreIntegerBJ","d":"记录${整数},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录整数"},{"n":"StoreBooleanBJ","d":"记录${布尔值},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录布尔值"},{"n":"StoreStringBJ","d":"记录${字符串},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"记录字符串"},{"n":"StoreUnitBJ","d":"记录${单位},使用名称:${文字}类别名:${Category}缓存:${GameCache}","c":"使用'游戏缓存-读取单位'来读取该数值.名称和类别名不能包含空格.","t":"记录单位"},{"n":"GetStoredRealBJ","d":"从游戏缓存读取实数,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"缓存读取实数"},{"n":"GetStoredIntegerBJ","d":"从游戏缓存读取整数,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"缓存读取整数"},{"n":"GetStoredBooleanBJ","d":"从游戏缓存读取布尔值,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"读取布尔值"},{"n":"GetStoredStringBJ","d":"从游戏缓存读取字符串,名称:${文字}类别:${Category}缓存:${GameCache}","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"读取字符串"},{"n":"RestoreUnitLocFacingAngleBJ","d":"从缓存读取单位,名称:${文字}类别名:${Category}缓存:${GameCache},所属玩家:${Player}创建点:${点}面向角度:${Angle}","c":"使用'最后读取的单位'来获取该单位.如果不存在该缓存数据,则'最后读取的单位'将被设为null.","t":"读取单位(面向角度)"},{"n":"RestoreUnitLocFacingPointBJ","d":"从缓存读取单位,名称:${文字}类别名:${Category}缓存:${GameCache},所属玩家:${Player}创建点:${点}面向:${指定点}","c":"使用'最后读取的单位'来获取该单位.如果不存在该缓存数据,则'最后读取的单位'将被设为null.","t":"读取单位(面向点)"},{"n":"GetLastRestoredUnitBJ","d":"最后读取的单位","c":"最后一个使用'游戏缓存-读取单位'动作创建的单位.","t":"最后读取的单位"},{"n":"FlushStoredMissionBJ","d":"删除类别${Category}在缓存${GameCache}中","c":"原版UI，英文的语序的关系，为了使UI读起来更流畅，添加了一层封装，但这对中文来说就是画蛇添足了","t":"删除类别"},{"n":"HaveStoredValue","d":"名称为${文字}的${Type}类缓存项被保存在类别:${Category}缓存:${GameCache}","c":"","t":"缓存项存在"},{"n":"ShowCustomCampaignButton","d":"${Show/Hide}自定义战役按钮#${Number}","c":"","t":"显示/隐藏自定义战役按钮"},{"n":"IsCustomCampaignButtonVisibile","d":"自定义战役按钮#${Number}可见","c":"","t":"自定义战役按钮可见"},{"n":"SaveAndChangeLevelBJ","d":"保存游戏进度为:${Filename}并切换到关卡:${Filename}(${Show/Skip}计分屏)","c":"","t":"保存并切换关卡"},{"n":"SaveAndLoadGameBJ","d":"保存游戏进度为:${Filename}并读取进度:${Filename}(${Show/Skip}计分屏)","c":"","t":"保存并读取进度"},{"n":"GetPlayerStartLocationLoc","d":"${Player}的游戏开始位置","c":"会创建点.","t":"玩家开始位置"},{"n":"GetRectCenter","d":"${矩形区域}的中心点","c":"会创建点.","t":"矩形区域中心"},{"n":"AdjustPlayerStateBJ","d":"增加${Value}${Player}的${Property}","c":"使用负数来减少.","t":"增加属性"},{"n":"SetPlayerFlagBJ","d":"设置${PlayerFlag}${On/Off}对${Player}","c":"开启玩家12的'给与奖励'表示杀死玩家12单位会获得金钱奖励.","t":"开启/关闭玩家参数"},{"n":"SetPlayerTaxRateBJ","d":"设置${Rate}%的${Resource}所得税,${Player}交纳给${Player}","c":"缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取.所得税最高为100%.且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家28黄金,玩家32黄金.","t":"设置税率"},{"n":"GetPlayerTaxRateBJ","d":"${Resource}所得税,${Player}交纳给${Player}","c":"所得税取值范围0-100.","t":"玩家税率"},{"n":"IsPlayerFlagSetBJ","d":"${PlayerFlag}为允许,对${Player}","c":"","t":"玩家参数开启"},{"n":"AddResourceAmountBJ","d":"增加${Quantity}黄金储量给${金矿}","c":"使用负数来减少黄金储量.","t":"增加黄金储量"},{"n":"GetConvertedPlayerId","d":"${Player}的玩家ID","c":"玩家ID取值1-16.","t":"玩家ID"},{"n":"ConvertedPlayer","d":"玩家${PlayerIndex}","c":"玩家ID取值1-16.","t":"转换玩家ID为玩家"},{"n":"GetRectWidthBJ","d":"${矩形区域}的宽度","c":"","t":"宽度"},{"n":"GetRectHeightBJ","d":"${矩形区域}的高度","c":"","t":"高度"},{"n":"BlightGoldMineForPlayer","d":"将${金矿}变为${Player}的不死族金矿","c":"金矿的储金量不会改变.","t":"创建不死族金矿(立即)"},{"n":"GetLastHauntedGoldMine","d":"最后创建的不死族金矿","c":"最后一个使用'中立建筑-创建不死族金矿'创建的不死族金矿.","t":"最后创建的不死族金矿"},{"n":"IsPointBlightedBJ","d":"${指定点}被荒芜地表覆盖","c":"","t":"点被荒芜地表覆盖"},{"n":"SetPlayerColorBJ","d":"将${Player}的玩家颜色改为${Color},并${Changing/Retainingcolor}玩家单位颜色","c":"","t":"改变玩家颜色"},{"n":"SetPlayerUnitAvailableBJ","d":"设置${单位类型}${Available/Unavailable}对${Player}","c":"设置玩家能否建造该单位.","t":"设置单位可用性"},{"n":"LockGameSpeedBJ","d":"锁定游戏速度","c":"使用该动作后无法改变游戏速度.","t":"锁定游戏速度"},{"n":"UnlockGameSpeedBJ","d":"解除锁定游戏速度","c":"解除'游戏-锁定游戏速度'对游戏速度的锁定.","t":"解除锁定游戏速度"},{"n":"GetDyingDestructable","d":"死亡的可破坏物","c":"响应'可破坏物死亡'事件.","t":"死亡的可破坏物"},{"n":"SetUnitRallyPoint","d":"设置${单位}的集结点到${指定点}","c":"建议用发布'setrally'命令来实现该功能.","t":"设置集结点(指定点)"},{"n":"SetUnitRallyUnit","d":"设置${单位}的集结点到${单位}","c":"建议用发布'setrally'命令来实现该功能.","t":"设置集结点(指定单位)"},{"n":"SetUnitRallyDestructable","d":"设置${单位}的集结点到${物件}","c":"建议用发布'setrally'命令来实现该功能.","t":"设置集结点(指定物件)"},{"n":"SetBlightRectBJ","d":"${Create/Remove}一块荒芜地表给${Player}在${Region}","c":"","t":"创建/删除荒芜地表(矩形区域)"},{"n":"SetBlightRadiusLocBJ","d":"${Create/Remove}一块荒芜地表给${Player}在圆心为${指定点}半径为${Radius}的圆范围","c":"","t":"创建/删除荒芜地表(圆范围)(指定点)"},{"n":"MeleeStartingVisibility","d":"使用对战昼夜设置","c":"","t":"使用对战昼夜设置"},{"n":"MeleeStartingResources","d":"设置初始资源","c":"","t":"设置初始资源"},{"n":"MeleeStartingHeroLimit","d":"使用对战英雄设置","c":"每个对战英雄只能建造1个.最大英雄数量为3.","t":"英雄限制"},{"n":"MeleeGrantHeroItems","d":"给首发英雄一个回城卷轴","c":"","t":"英雄初始物品"},{"n":"MeleeClearExcessUnits","d":"删除已使用开始点附近的中立生物","c":"","t":"删除多余单位"},{"n":"MeleeStartingUnits","d":"创建对战初始单位","c":"","t":"创建初始单位"},{"n":"MeleeStartingUnitsForPlayer","d":"创建${Race}的对战初始单位给${Player}在${指定点}(${Include/Exclude}英雄)","c":"","t":"创建初始单位(指定玩家)"},{"n":"MeleeStartingAI","d":"对电脑玩家运行对战AI脚本","c":"动作运行之前玩家要有初始单位和资源.","t":"运行AI"},{"n":"LockGuardPosition","d":"锁定${单位}的警戒点","c":"锁定并防止AI脚本改动单位警戒点.","t":"锁定指定单位的警戒点"},{"n":"MeleeInitVictoryDefeat","d":"强制使用对战胜利/失败条件","c":"动作运行之前玩家要有单位.","t":"强制胜利/失败条件"},{"n":"UnitDropItem","d":"让${单位}掉落一件${物品}","c":"在单位所在区域(32x32)内的随机点创建一个物品，注意当单位站在不可通行路径旁边时，该物品可能掉落其中而无法拾取。","t":"单位掉落的物品"},{"n":"GetObjectName","d":"${物体ID}的名称","c":"如'A01Z',物体编辑器中物体的名字","t":"物体名称[C]"},{"n":"Deg2Rad","d":"转换角度${Degrees}为弧度","c":"","t":"转换角度为弧度"},{"n":"Rad2Deg","d":"转换弧度${Radians}为角度","c":"","t":"转换弧度为角度"},{"n":"Sin","d":"Sin(${Angle})","c":"采用弧度制计算.","t":"正弦(弧度)[R]"},{"n":"Cos","d":"Cos(${Angle})","c":"采用弧度制计算.","t":"余弦(弧度)[R]"},{"n":"Tan","d":"Tan(${Angle})","c":"采用弧度制计算.","t":"正切(弧度)[R]"},{"n":"Asin","d":"Asin(${数值})","c":"采用弧度制计算.返回弧度取值-π/2—π/2.","t":"反正弦(弧度)[R]"},{"n":"Acos","d":"Acos(${数值})","c":"采用弧度制计算.返回弧度取值0—π.","t":"反余弦(弧度)[R]"},{"n":"Atan","d":"Atan(${数值})","c":"采用弧度制计算.返回弧度取值-π/2—π/2.","t":"反正切(弧度)[R]"},{"n":"Atan2","d":"Atan(${Y}:${X})","c":"采用弧度制计算.返回弧度取值-π/2—π/2.","t":"反正切(Y:X)(弧度)[R]"},{"n":"SquareRoot","d":"${实数}的平方根","c":"","t":"平方根"},{"n":"Pow","d":"${实数}的${实数}次幂","c":"","t":"幂运算"},{"n":"I2R","d":"转换${Integer}为实数","c":"","t":"转换整数为实数"},{"n":"R2I","d":"转换${Real}为整数","c":"舍弃小数部分.","t":"转换实数为整数"},{"n":"I2S","d":"转换${Integer}为字符串","c":"","t":"转换整数为字符串"},{"n":"R2S","d":"转换${Real}为字符串","c":"","t":"转换实数为字符串"},{"n":"R2SW","d":"转换${Real}为字符串,最小宽度:${Width},小数位数:${Precision}","c":"如:转换(1.234,7,2)后为''1.23''.转换(1.234,2,5)后为''1.23400''.","t":"格式转换实数为字符串"},{"n":"S2I","d":"转换${String}为整数","c":"","t":"转换字符串为整数"},{"n":"S2R","d":"转换${String}为实数","c":"","t":"转换字符串为实数"},{"n":"SubString","d":"截取${字符串}的${Start}-${End}字节部分(不包括首字节)","c":"例:截取''Gruntsstink''的2-4字节部分=''un''.","t":"截取字符串[R]"},{"n":"StringLength","d":"${String}的长度","c":"","t":"字符串长度"},{"n":"StringCase","d":"转换${字符串}为${Lower/UpperCase}形式","c":"","t":"大小写转换"},{"n":"GetLocalizedString","d":"本地字符串:${文字}","c":"获取ui\\\\framedef\\\\globalstrings.fdf中定义的字符串.","t":"本地字符串[R]"},{"n":"GetLocalizedHotkey","d":"本地热键:${文字}","c":"获取ui\\\\miscui.txt中定义的热键.","t":"本地热键"},{"n":"SetMapFlag","d":"设置${MapFlag}为${On/Off}","c":"","t":"设置地图参数"},{"n":"SetGameSpeed","d":"设定游戏速度为${Speed}","c":"你可以通过'游戏-锁定游戏速度'动作来锁定游戏速度.","t":"设定游戏速度"},{"n":"SetGameDifficulty","d":"设置当前游戏难度为${GameDifficulty}","c":"游戏难度只是作为运行AI的一个参考值,没有AI的地图该功能无用.","t":"设置游戏难度[R]"},{"n":"GetTeams","d":"队伍数量","c":"","t":"队伍数量"},{"n":"GetPlayers","d":"玩家数量","c":"地图编辑器中开启的玩家数量(1-12).","t":"玩家数量"},{"n":"IsMapFlagSet","d":"${MapFlag}已设置","c":"","t":"地图参数设置"},{"n":"GetGameSpeed","d":"当前游戏速度","c":"","t":"当前游戏速度"},{"n":"GetGameDifficulty","d":"当前游戏难度","c":"","t":"当前游戏难度"},{"n":"SetPlayerTeam","d":"设置${Player}的队伍为${队伍ID}","c":"","t":"设置玩家队伍"},{"n":"SetPlayerColor","d":"将${Player}的玩家颜色改为${Color}","c":"不改变现有单位的颜色.","t":"改变玩家颜色[R]"},{"n":"SetPlayerAlliance","d":"命令${Player}对${Player}设置${AllianceType}${On/Off}","c":"注意:可以对玩家自己设置联盟状态.可用来实现一些特殊效果.","t":"设置联盟状态(指定项目)[R]"},{"n":"SetPlayerTaxRate","d":"设置${Player}交纳给${Player}的${Resource}所得税为${Rate}%","c":"缴纳所得税所损失的资源可以通过'玩家得分'的'税务损失的黄金/木材'来获取.所得税最高为100%.且玩家1对玩家2和玩家3都交纳80%所得税.则玩家1采集黄金时将给玩家28黄金,玩家32黄金.","t":"设置税率[R]"},{"n":"SetPlayerName","d":"更改${Player}的名字为${文字}","c":"","t":"更改名字"},{"n":"SetPlayerOnScoreScreen","d":"设置${Player}${Show/Hide}在计分屏的显示.","c":"","t":"显示/隐藏计分屏显示[R]"},{"n":"GetPlayerTeam","d":"${Player}所属队伍编号","c":"","t":"玩家队伍"},{"n":"GetPlayerColor","d":"${Player}的颜色","c":"","t":"玩家颜色"},{"n":"GetPlayerController","d":"${Player}的控制者","c":"","t":"玩家控制者"},{"n":"GetPlayerSlotState","d":"${Player}的游戏状态","c":"","t":"玩家游戏状态"},{"n":"GetPlayerTaxRate","d":"${Player}需要交纳给${Player}的${Resource}所得税","c":"所得税取值范围0-100.","t":"玩家税率[R]"},{"n":"IsPlayerRacePrefSet","d":"${Player}选择了${RacePreference}","c":"","t":"玩家的种族选择"},{"n":"GetPlayerName","d":"${Player}的名字","c":"","t":"玩家名字"},{"n":"CreateTimer","d":"新建的计时器","c":"会创建计时器.","t":"新建计时器[R]"},{"n":"DestroyTimer","d":"删除${计时器}","c":"一般来说,计时器并不需要删除.只为某些有特别需求的用户提供.","t":"删除计时器[R]"},{"n":"TimerStart","d":"运行${计时器}，周期:${时间}秒，模式:${模式}，运行函数:${函数}","c":"等同于TimerStart","t":"运行计时器[C]"},{"n":"TimerGetElapsed","d":"${计时器}的逝去时间","c":"","t":"逝去时间"},{"n":"TimerGetRemaining","d":"${计时器}的剩余时间","c":"","t":"剩余时间"},{"n":"TimerGetTimeout","d":"${计时器}设置的时间","c":"","t":"设置时间"},{"n":"PauseTimer","d":"暂停${计时器}","c":"","t":"暂停计时器[R]"},{"n":"ResumeTimer","d":"恢复${计时器}","c":"","t":"恢复计时器[R]"},{"n":"GetExpiredTimer","d":"到期的计时器","c":"响应'时间-计时器到期'事件.","t":"到期的计时器"},{"n":"CreateGroup","d":"新建的空单位组","c":"会创建单位组.","t":"新建的单位组[R]"},{"n":"DestroyGroup","d":"删除${单位组}","c":"","t":"删除单位组[R]"},{"n":"GroupAddUnit","d":"为${单位组}添加${单位}","c":"并不影响单位本身.","t":"添加单位[R]"},{"n":"GroupRemoveUnit","d":"为${单位组}删除${单位}","c":"并不影响单位本身.","t":"移除单位[R]"},{"n":"GroupClear","d":"清空${单位组}内所有单位","c":"并不影响单位本身.","t":"清空单位组"},{"n":"GroupEnumUnitsInRange","d":"为${单位组}添加以(${坐标X},${坐标Y})为圆心，${半径}为半径的圆范围内，满足${条件}的单位","c":"","t":"选取单位添加到单位组(坐标)"},{"n":"GroupEnumUnitsInRangeOfLoc","d":"为${单位组}添加以${点}为圆心，${半径}为半径的圆范围内，满足${条件}的单位","c":"","t":"选取单位添加到单位组(点)"},{"n":"GroupEnumUnitsInRangeCounted","d":"为${单位组}添加以(${坐标X},${坐标Y})为圆心，${半径}为半径的圆范围内，满足${条件}的单位。无效项(${N})","c":"最后一项是无效项，建议用上一个UI","t":"选取单位添加到单位组(坐标)(不建议使用)"},{"n":"GroupEnumUnitsInRangeOfLocCounted","d":"为${单位组}添加以${点}为圆心，${半径}为半径的圆范围内，满足${条件}的单位。无效项(${N})","c":"最后一项是无效项，建议用上一个UI","t":"选取单位添加到单位组(点)(不建议使用)"},{"n":"GroupImmediateOrder","d":"对${单位组}发布${Order}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(无目标)"},{"n":"GroupImmediateOrderById","d":"对${单位组}发布${Order}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(无目标)(ID)"},{"n":"GroupPointOrder","d":"对${单位组}发布${Order}命令,目标点:(${X},${Y})","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定坐标)[R]"},{"n":"GroupPointOrderLoc","d":"对${单位组}发布${Order}命令,目标:${指定点}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定点)"},{"n":"GroupPointOrderById","d":"对${单位组}发布${Order}命令,目标点:(${X},${Y})","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定坐标)(ID)"},{"n":"GroupPointOrderByIdLoc","d":"对${单位组}发布${Order}命令,目标:${指定点}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定点)(ID)"},{"n":"GroupTargetOrder","d":"对${单位组}发布${Order}命令,目标:${单位}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定单位)"},{"n":"GroupTargetOrderById","d":"对${单位组}发布${Order}命令,目标:${单位}","c":"最多只能对单位组中12个单位发布命令.","t":"发布命令(指定单位)(ID)"},{"n":"CreateForce","d":"新建空玩家组","c":"会创建玩家组.","t":"新建玩家组[R]"},{"n":"DestroyForce","d":"删除${玩家组}","c":"注意:不要删除系统预置的玩家组.","t":"删除玩家组[R]"},{"n":"ForceAddPlayer","d":"${玩家组}添加${玩家}","c":"并不影响玩家本身.","t":"添加玩家[R]"},{"n":"ForceRemovePlayer","d":"从${玩家组}中移除${玩家}","c":"并不影响玩家本身.","t":"移除玩家[R]"},{"n":"ForceClear","d":"清空${玩家组}内所有玩家","c":"并不影响玩家本身.","t":"清空玩家组"},{"n":"ForForce","d":"选取${玩家组}内所有玩家${做动作}","c":"玩家组动作中可使用'选取玩家'来获取对应的玩家.等待不能在组动作中运行.","t":"选取玩家组内玩家做动作"},{"n":"Rect","d":"左下角为(${X1},${Y1}),右上角为(${X2},${Y2})的矩形区域","c":"会创建矩形区域.","t":"新建矩形区域(指定边角坐标)"},{"n":"RectFromLoc","d":"左下角为${点1},右上角为${点2}的矩形区域","c":"会创建矩形区域.","t":"新建矩形区域(指定边角点)"},{"n":"RemoveRect","d":"删除${矩形区域}","c":"","t":"删除矩形区域[R]"},{"n":"SetRect","d":"重新设置${矩形区域},左下角坐标为(${X},${Y}),右上角坐标为(${X},${Y})","c":"该区域必须是一个变量.重新设置矩形区域的大小和位置.","t":"设置矩形区域(指定坐标)[R]"},{"n":"SetRectFromLoc","d":"重新设置${矩形区域},左下角点为${点}右上角点为${点}","c":"该区域必须是一个变量.重新设置矩形区域的大小和位置.","t":"设置矩形区域(指定点)[R]"},{"n":"MoveRectTo","d":"移动${矩形区域}到(${X},${Y})","c":"该区域必须是一个变量.目标点将作为该区域的新中心点.","t":"移动矩形区域(指定坐标)[R]"},{"n":"MoveRectToLoc","d":"移动${矩形区域}到${目标点}","c":"该区域必须是一个变量.目标点将作为该区域的新中心点.","t":"移动矩形区域(指定点)"},{"n":"GetRectCenterX","d":"${矩形区域}的中心X坐标","c":"","t":"中心X坐标"},{"n":"GetRectCenterY","d":"${矩形区域}的中心Y坐标","c":"","t":"中心Y坐标"},{"n":"GetRectMinX","d":"${矩形区域}的左下角X坐标","c":"","t":"左下角X坐标"},{"n":"GetRectMinY","d":"${矩形区域}的左下角Y坐标","c":"","t":"左下角Y坐标"},{"n":"GetRectMaxX","d":"${矩形区域}的右上角X坐标","c":"","t":"右上角X坐标"},{"n":"GetRectMaxY","d":"${矩形区域}的右上角Y坐标","c":"","t":"右上角Y坐标"},{"n":"CreateRegion","d":"新建区域","c":"会创建一个新的不规则区域,如果不往该区域添加点或地区,则该区域无效果.","t":"新建区域[R]"},{"n":"RemoveRegion","d":"删除${不规则区域}","c":"","t":"删除不规则区域[R]"},{"n":"RegionAddRect","d":"对${不规则区域}添加${矩形区域}","c":"区域是游戏中一个游戏地区的集合体,可以包含地区和点.","t":"添加区域[R]"},{"n":"RegionClearRect","d":"在${不规则区域}中移除${矩形区域}","c":"","t":"移除区域[R]"},{"n":"RegionAddCell","d":"对${不规则区域}添加单元点:(${X},${Y})","c":"单元点大小为32x32.","t":"添加单元点(指定坐标)[R]"},{"n":"RegionAddCellAtLoc","d":"对${不规则区域}添加单元点:${点}","c":"单元点大小为32x32.","t":"添加单元点(指定点)[R]"},{"n":"RegionClearCell","d":"在${不规则区域}中移除单元点:(${X},${Y})","c":"单元点大小为32x32.","t":"移除单元点(指定坐标)[R]"},{"n":"RegionClearCellAtLoc","d":"在${不规则区域}中移除单元点:${点}","c":"单元点大小为32x32.","t":"移除单元点(指定点)[R]"},{"n":"Location","d":"坐标(${X},${Y})","c":"会创建点.","t":"坐标点"},{"n":"RemoveLocation","d":"清除${点}","c":"点是堆积最多的垃圾资源,不需要再使用的点都要记得清除掉.","t":"清除点[R]"},{"n":"MoveLocation","d":"移动${点}到(${X},${Y})","c":"该点必须是一个变量.因为移动一个不可重用的点是无意义的.","t":"移动点[R]"},{"n":"GetLocationX","d":"${点}的X轴坐标","c":"","t":"点的X轴坐标"},{"n":"GetLocationY","d":"${点}的Y轴坐标","c":"","t":"点的Y轴坐标"},{"n":"GetLocationZ","d":"${点}的Z轴高度","c":"","t":"点的Z轴高度[R]"},{"n":"IsUnitInRegion","d":"${不规则区域}内存在${单位}","c":"","t":"在不规则区域内[R]"},{"n":"IsPointInRegion","d":"${不规则区域}内包含坐标(${X},${Y})","c":"TC_REGION","t":"包含坐标"},{"n":"IsLocationInRegion","d":"${不规则区域}内包含点:${点}","c":"TC_REGION","t":"包含点"},{"n":"CreateTrigger","d":"新建触发","c":"会创建一个新的触发器,如果对该功能不熟悉请慎用.","t":"新建触发[R]"},{"n":"DestroyTrigger","d":"删除${触发器}","c":"对不再使用的触发器可以使用该动作来删除.","t":"删除触发器[R]"},{"n":"EnableTrigger","d":"开启${Trigger}","c":"","t":"开启触发"},{"n":"DisableTrigger","d":"关闭${Trigger}","c":"","t":"关闭触发"},{"n":"IsTriggerEnabled","d":"${触发}处于开启状态","c":"","t":"触发开启"},{"n":"GetFilterUnit","d":"匹配单位","c":"在'选取单位满足条件'之类功能的条件中,指代被判断单位.","t":"匹配单位"},{"n":"GetEnumUnit","d":"选取单位","c":"使用'选取单位做动作'时,指代相应的单位.","t":"选取单位"},{"n":"GetFilterDestructable","d":"匹配的可破坏物","c":"在'选取可破坏物满足条件'之类功能的条件中,指代被判断的可破坏物.","t":"匹配的可破坏物"},{"n":"GetEnumDestructable","d":"选取的可破坏物","c":"使用'选取可破坏物做动作'时,指代相应的可破坏物.","t":"选取的可破坏物"},{"n":"GetFilterItem","d":"匹配物品","c":"在'选取物品满足条件'之类功能的条件中,指代被判断单位.","t":"匹配物品"},{"n":"GetEnumItem","d":"选取物品","c":"使用'选取物品做动作'时,指代相应的物品.","t":"选取物品"},{"n":"GetFilterPlayer","d":"匹配玩家","c":"在'选取玩家满足条件'之类功能的条件中,指代被判断玩家.","t":"匹配玩家"},{"n":"GetEnumPlayer","d":"选取玩家","c":"使用'选取玩家做动作'时,指代相应的玩家.","t":"选取玩家"},{"n":"GetTriggeringTrigger","d":"当前触发","c":"当前所运行的触发器.","t":"当前触发"},{"n":"GetTriggerEvalCount","d":"${Trigger}的触发条件判断次数","c":"","t":"触发条件判断次数"},{"n":"GetTriggerExecCount","d":"${Trigger}的触发动作运行次数","c":"","t":"触发动作运行次数"},{"n":"ExecuteFunc","d":"运行:${函数名}","c":"使用该功能运行的函数与触发独立,只能运行自定义无参数函数.","t":"运行函数[R]"},{"n":"TriggerRegisterVariableEvent","d":"${变量}的值${Operation}${值}","c":"这个事件只适用于实数类型的变量.","t":"实数变量事件"},{"n":"TriggerRegisterDialogButtonEvent","d":"${对话框按钮}被点击","c":"指定对话框按钮被点击,该事件一般需要在其他触发为其添加.","t":"对话框按钮被点击[R]"},{"n":"TriggerRegisterGameEvent","d":"该游戏将在${EventType}后结束","c":"该事件只出现在Battle.net的自动匹配游戏.","t":"比赛游戏事件"},{"n":"TriggerRegisterEnterRegion","d":"单位进入${区域}并满足${条件}","c":"使用'事件响应-进入的单位'来响应进入该区域的单位.该事件需要在其他触发为其添加.","t":"单位进入不规则区域(指定条件)[R]"},{"n":"GetTriggeringRegion","d":"触发区域","c":"响应单位进入/离开不规则区域事件.","t":"触发区域[R]"},{"n":"GetEnteringUnit","d":"进入的单位","c":"响应'单位进入区域'单位事件.","t":"进入的单位"},{"n":"TriggerRegisterLeaveRegion","d":"单位离开${区域}并满足${条件}","c":"使用'事件响应-离开的单位'来响应离开该区域的单位.该事件需要在其他触发为其添加.","t":"单位离开不规则区域(指定条件)[R]"},{"n":"GetLeavingUnit","d":"离开的单位","c":"响应'单位离开区域'单位事件.","t":"离开的单位"},{"n":"TriggerRegisterTrackableHitEvent","d":"鼠标点击${可追踪物}","c":"","t":"鼠标点击可追踪物[R]"},{"n":"TriggerRegisterTrackableTrackEvent","d":"鼠标移动到${可追踪物}","c":"","t":"鼠标移动到追踪对象[R]"},{"n":"GetTriggeringTrackable","d":"事件响应-触发可追踪物","c":"","t":"事件响应-触发可追踪物[R]"},{"n":"GetTournamentFinishSoonTimeRemaining","d":"比赛剩余时间","c":"响应'比赛事件'游戏将要结束.单位为秒.","t":"比赛剩余时间"},{"n":"GetTournamentFinishNowRule","d":"比赛结束规则","c":"1表示游戏开始时间已经超过限定时,无法以平局结束.其他值表示游戏还在初期阶段,此时退出游戏将以平局结束..","t":"比赛结束规则"},{"n":"GetTournamentScore","d":"${Player}的当前对战比赛得分","c":"对战游戏时如果游戏时间过长,系统将以该值来决定胜负.","t":"对战比赛得分"},{"n":"GetSaveBasicFilename","d":"存档文件名","c":"响应'游戏-保存进度'事件.","t":"存档文件名"},{"n":"GetTriggerPlayer","d":"触发玩家","c":"","t":"触发玩家"},{"n":"GetLevelingUnit","d":"升级的英雄","c":"响应'提升等级'单位事件.","t":"升级的英雄"},{"n":"GetLearningUnit","d":"学习技能的英雄","c":"响应'学习技能'单位事件.","t":"学习技能的英雄"},{"n":"GetLearnedSkill","d":"学习技能","c":"响应'学习技能'单位事件,指代被学习的技能.","t":"学习技能[R]"},{"n":"GetLearnedSkillLevel","d":"学习技能等级","c":"响应'学习技能'单位事件,指代被学习技能的等级.注意,该值为学习后的等级.","t":"学习技能等级"},{"n":"GetRevivableUnit","d":"可复活英雄","c":"响应'变为可复活的'单位事件.","t":"可复活英雄"},{"n":"GetRevivingUnit","d":"复活英雄","c":"响应'开始/取消/完成复活'单位事件.","t":"复活英雄"},{"n":"GetAttacker","d":"攻击单位","c":"响应'被攻击'单位事件.","t":"攻击单位"},{"n":"GetDyingUnit","d":"死亡单位","c":"响应'死亡'单位事件.","t":"死亡单位"},{"n":"GetDecayingUnit","d":"腐化的单位","c":"响应'开始腐化'单位事件.","t":"腐化的单位"},{"n":"GetConstructingStructure","d":"正在建造的建筑","c":"响应'开始建造建筑'单位事件.","t":"正在建造的建筑"},{"n":"GetCancelledStructure","d":"被取消的建筑","c":"响应'取消建造建筑'单位事件.","t":"被取消的建筑"},{"n":"GetConstructedStructure","d":"完成的建筑","c":"响应'完成建造建筑'单位事件.","t":"完成的建筑"},{"n":"GetResearchingUnit","d":"研究科技的单位","c":"响应'开始/取消/完成科技研究'单位事件.","t":"研究科技的单位"},{"n":"GetResearched","d":"被研究科技","c":"响应'开始/取消/完成科技研究'单位事件.","t":"被研究科技"},{"n":"GetTrainedUnitType","d":"训练单位类型","c":"响应'开始/取消/完成训练单位'单位事件,指代所训练的单位类型.","t":"训练单位类型"},{"n":"GetTrainedUnit","d":"训练单位","c":"响应'完成训练单位'单位事件,指代被训练单位.","t":"训练单位"},{"n":"GetSummoningUnit","d":"召唤者","c":"响应'召唤单位'单位事件.","t":"召唤者"},{"n":"GetSummonedUnit","d":"召唤单位","c":"响应'召唤单位'单位事件,指代被召唤单位.","t":"召唤单位"},{"n":"GetSellingUnit","d":"贩卖者","c":"响应'出售单位','出售物品'或'抵押物品'单位事件.","t":"贩卖者"},{"n":"GetSoldUnit","d":"被贩卖单位","c":"响应'出售单位'单位事件.","t":"被贩卖单位"},{"n":"GetBuyingUnit","d":"购买者","c":"响应'出售单位','出售物品'或'抵押物品'单位事件.","t":"购买者"},{"n":"GetSoldItem","d":"被售出物品","c":"响应'出售物品'或'抵押物品'单位事件.","t":"被售出物品"},{"n":"GetChangingUnit","d":"被改变所有者的单位","c":"响应'改变所有者'单位事件.","t":"被改变所有者的单位"},{"n":"GetChangingUnitPrevOwner","d":"原所有者","c":"响应'改变所有者'单位事件,指代单位原来的所有者.","t":"原所有者"},{"n":"GetManipulatingUnit","d":"操作物品的单位","c":"响应'使用/获得/丢失物品'单位事件.","t":"操作物品的单位"},{"n":"GetManipulatedItem","d":"被操作物品","c":"响应'使用/得到/丢弃物品'单位事件.","t":"被操作物品"},{"n":"GetOrderedUnit","d":"发布命令的单位","c":"响应'发布命令'单位事件.","t":"发布命令的单位"},{"n":"GetOrderPointX","d":"命令发布点X坐标","c":"用坐标代替点可以省去创建、删除点的麻烦.","t":"命令发布点X坐标[R]"},{"n":"GetOrderPointY","d":"命令发布点Y坐标","c":"用坐标代替点可以省去创建、删除点的麻烦.","t":"命令发布点Y坐标[R]"},{"n":"GetOrderPointLoc","d":"命令发布点","c":"响应'发布指定点目标命令'单位事件.会创建点.","t":"命令发布点"},{"n":"GetOrderTargetDestructable","d":"命令发布目标","c":"响应'发布指定物体目标命令'单位事件并以可破坏物为目标时.","t":"命令发布目标(可破坏物)"},{"n":"GetOrderTargetItem","d":"命令发布目标","c":"响应'发布指定物体目标命令'单位事件并以物品为目标时.","t":"命令发布目标"},{"n":"GetOrderTargetUnit","d":"命令发布目标","c":"响应'发布指定物体目标命令'单位事件并以单位为目标时.","t":"命令发布目标"},{"n":"GetSpellAbilityUnit","d":"施法单位","c":"响应'施放技能'单位事件.","t":"施法单位"},{"n":"GetSpellAbilityId","d":"施放技能","c":"响应施放技能单位事件,指代被施放的技能.","t":"施放技能"},{"n":"GetSpellTargetLoc","d":"技能施放点","c":"响应'技能施放'单位事件.注意技能施放结束将无法捕获该点.会创建点.","t":"技能施放点"},{"n":"GetSpellTargetDestructable","d":"技能施放目标","c":"响应'施放技能'单位事件并以可破坏物为目标时.注意:技能施放结束将无法捕获施放目标.","t":"技能施放目标(可破坏物)"},{"n":"GetSpellTargetItem","d":"技能施放目标","c":"响应施放技能单位事件并以物品为目标时.注意:技能施放结束将无法捕获施放目标.","t":"技能施放目标"},{"n":"GetSpellTargetUnit","d":"技能施放目标","c":"响应'施放技能'单位事件并以单位为目标时.注意:技能施放结束将无法捕获施放目标.","t":"技能施放目标"},{"n":"TriggerRegisterPlayerAllianceChange","d":"${Player}更改${AllianceType}设置","c":"当改变项目为【共享单位】时，(触发玩家)会不生效，此时不建议使用【任意玩家】事件。","t":"联盟状态更改(指定项目)"},{"n":"TriggerRegisterPlayerStateEvent","d":"${玩家}的${Property}属性${Operation}${值}","c":"","t":"属性事件"},{"n":"TriggerRegisterPlayerChatEvent","d":"${玩家}输入${Text},信息过滤方式${MatchType}","c":"事件ID是(096)","t":"输入聊天信息"},{"n":"GetEventPlayerChatString","d":"输入的聊天信息","c":"","t":"输入的聊天信息"},{"n":"GetEventPlayerChatStringMatched","d":"匹配的聊天信息","c":"","t":"匹配的聊天信息"},{"n":"TriggerRegisterDeathEvent","d":"${可破坏物}死亡","c":"使用'事件响应-死亡的可破坏物'来获取死亡物体.","t":"可破坏物死亡"},{"n":"GetTriggerUnit","d":"触发单位","c":"","t":"触发单位"},{"n":"TriggerRegisterUnitEvent","d":"${指定单位}${事件}","c":"","t":"指定单位事件"},{"n":"GetEventDamage","d":"单位所受伤害","c":"响应'受到伤害'单位事件,指代单位所受伤害.","t":"伤害值"},{"n":"GetEventDamageSource","d":"伤害来源","c":"响应'受到伤害'单位事件.","t":"伤害来源"},{"n":"GetEventTargetUnit","d":"事件目标单位","c":"响应'注意到/获取攻击目标'单位事件,指代目标单位.","t":"事件目标单位"},{"n":"TriggerSleepAction","d":"等待${Time}秒","c":"该延迟功能受真实时间的影响(也就是玩家机器上的时间).因此每个玩家所延迟的时间可能不一致.","t":"等待(玩家时间)"},{"n":"TriggerEvaluate","d":"${触发}的条件成立","c":"","t":"触发条件成立"},{"n":"TriggerExecute","d":"运行${触发}(无视条件)","c":"无视事件和条件,运行触发动作.","t":"运行触发(无视条件)"},{"n":"CreateDestructableZ","d":"新建的${可破坏物类型}在(${X},${Y},${Z}),面向角度:${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"坐标为(X,Y,Z)格式.面向角度采用角度制,0度为正东方向,90度为正北方向.","t":"新建可破坏物[R]"},{"n":"CreateDeadDestructableZ","d":"新建死亡的${可破坏物类型}在(${X},${Y},${Z\\),面向角度:\\}${Direction}尺寸缩放:${Scale}样式:${Variation}","c":"坐标为(X,Y,Z)格式.面向角度采用角度制,0度为正东方向,90度为正北方向.","t":"新建可破坏物(死亡的)[R]"},{"n":"RemoveDestructable","d":"删除${可破坏物}","c":"","t":"删除"},{"n":"KillDestructable","d":"杀死${可破坏物}","c":"","t":"杀死"},{"n":"GetDestructableTypeId","d":"${可破坏物}的类型","c":"","t":"指定可破坏物的类型"},{"n":"GetDestructableX","d":"${可破坏物}所在X轴坐标","c":"","t":"可破坏物所在X轴坐标[R]"},{"n":"SetDestructableLife","d":"设置${可破坏物}的生命值为${Value}","c":"","t":"设置生命值(指定值)"},{"n":"GetDestructableLife","d":"${可破坏物}的当前生命值","c":"","t":"生命值"},{"n":"GetDestructableMaxLife","d":"${可破坏物}的最大生命值","c":"","t":"最大生命值"},{"n":"DestructableRestoreLife","d":"复活${Destructible},设置生命值为${Value}并${Show/Hide}生长动画","c":"","t":"复活"},{"n":"SetDestructableAnimationSpeed","d":"改变${可破坏物}的动画播放速度为正常的${Percent}倍","c":"设置1倍动画播放速度来恢复正常状态.","t":"改变可破坏物动画播放速度[R]"},{"n":"ShowDestructable","d":"设置${可破坏物}的状态为${Show/Hide}","c":"隐藏的可破坏物不被显示,但仍影响通行和视线.","t":"显示/隐藏[R]"},{"n":"GetDestructableOccluderHeight","d":"${可破坏物}的闭塞高度","c":"","t":"闭塞高度"},{"n":"SetDestructableOccluderHeight","d":"设置${可破坏物}的闭塞高度为${Height}","c":"","t":"设置闭塞高度"},{"n":"GetDestructableName","d":"${物件}的名字","c":"","t":"物件名字"},{"n":"CreateItem","d":"新建${物品}在(${X},${Y})","c":"","t":"创建"},{"n":"RemoveItem","d":"删除${物品}","c":"","t":"删除"},{"n":"GetItemPlayer","d":"${物品}的所属玩家","c":"与持有者无关,默认为中立被动玩家.","t":"物品所属玩家"},{"n":"GetItemTypeId","d":"${物品}的类型","c":"","t":"指定物品的类型"},{"n":"GetItemX","d":"${物品}的X轴坐标","c":"","t":"物品的X轴坐标[R]"},{"n":"GetItemY","d":"${物品}的Y轴坐标","c":"","t":"物品的Y轴坐标[R]"},{"n":"SetItemPosition","d":"移动${物品}到(${X},${Y})","c":"","t":"移动物品到坐标(立即)(指定坐标)[R]"},{"n":"SetItemPawnable","d":"设置${物品}${Pawnable/Unpawnable}","c":"不可抵押物品不能被卖到商店.","t":"设置物品可否抵押"},{"n":"IsItemInvulnerable","d":"${物品}是无敌的","c":"","t":"物品无敌"},{"n":"SetItemVisible","d":"设置${物品}的状态为:${Show/Hide}","c":"只对在地面的物品有效,不会影响在物品栏中的物品.单位通过触发得到一个隐藏物品时,会自动显示该物品.","t":"显示/隐藏[R]"},{"n":"IsItemVisible","d":"${物品}是可见的","c":"物品不被隐藏且不被单位持有时即为可见的.","t":"物品可见[R]"},{"n":"IsItemOwned","d":"${物品}是被持有的","c":"在物品栏中的物品都是被持有的.就算单位正处于死亡状态.","t":"物品被持有"},{"n":"IsItemPowerup","d":"${物品}是拾取时自动使用类物品","c":"","t":"物品是拾取时自动使用的[R]"},{"n":"IsItemSellable","d":"${物品}可被市场随机出售","c":"","t":"物品可被市场随机出售[R]"},{"n":"IsItemPawnable","d":"${物品}可被抵押","c":"","t":"物品可被抵押[R]"},{"n":"GetItemLevel","d":"${物品}的物品等级","c":"","t":"物品等级"},{"n":"GetItemType","d":"${物品}的分类","c":"","t":"指定物品的分类"},{"n":"SetItemDropID","d":"设置${物品}产生${单位类型}","c":"设置重生神符对应的单位类型后，当英雄吃了重生神符，则会产生指定类型的单位。","t":"设置重生神符的产生单位类型"},{"n":"GetItemName","d":"${物品}的名字","c":"","t":"物品名字"},{"n":"GetItemCharges","d":"${物品}的使用次数","c":"无限使用物品将返回0.","t":"使用次数"},{"n":"SetItemCharges","d":"设置${物品}的使用次数为${Charges}","c":"设置为0可以使物品能无限次使用.","t":"设置物品使用次数"},{"n":"GetItemUserData","d":"${物品}的自定义值","c":"可以使用'物品-设置自定义值'来设置该值.","t":"物品自定义值"},{"n":"SetItemUserData","d":"设置${物品}的自定义值为${Index}","c":"物品自定义值只用于触发器.可以用来为物品绑定一个整型数据.","t":"设置物品自定义值"},{"n":"CreateUnit","d":"为玩家${玩家}创建一个${单位}在(X坐标:${输入坐标}Y坐标:${输入坐标}),面向角度:${facing}","c":"不能被'最后创建的单位'捕获之","t":"创建单位(指定坐标)[C]"},{"n":"CreateUnitAtLoc","d":"为玩家${玩家}创建一个${单位}在${指定点}面向角度:${Face}度","c":"不能被'最后创建的单位'捕获之","t":"创建单位(指定点)[C]"},{"n":"CreateCorpse","d":"新建${玩家}的${单位}的尸体在(${X},${Y}),面向角度:${Face}度","c":"","t":"新建尸体[R]"},{"n":"KillUnit","d":"杀死${单位}","c":"","t":"杀死"},{"n":"RemoveUnit","d":"删除${单位}","c":"被删除的单位不会留下尸体.如果是英雄则不能再被复活.","t":"删除"},{"n":"ShowUnit","d":"设置${单位}的状态为${显示/隐藏}","c":"隐藏单位不会被'区域内单位'所选取.","t":"显示/隐藏[R]"},{"n":"SetUnitState","d":"设置${单位}的${属性}为${Value}","c":"","t":"设置单位属性[R]"},{"n":"SetUnitX","d":"设置${单位}的X坐标为${X}","c":"注意如果坐标超出地图边界是会出错的.","t":"设置X坐标[R]"},{"n":"SetUnitY","d":"设置${单位}的Y坐标为${Y}","c":"注意如果坐标超出地图边界是会出错的.","t":"设置Y坐标[R]"},{"n":"SetUnitPosition","d":"立即移动${单位}到(${X},${Y})","c":"","t":"移动单位(立即)(指定坐标)[R]"},{"n":"SetUnitPositionLoc","d":"立即移动${单位}到${指定点}","c":"","t":"移动单位(立即)(指定点)"},{"n":"SetUnitFacing","d":"设置${单位}的面向角度为${Angle}度","c":"面向角度采用角度制,0度为正东方向,90度为正北方向。速度等于单位的转身速度。","t":"设置单位面向角度[R]"},{"n":"SetUnitFacingTimed","d":"设置${单位}的面向角度为${Angle}度,使用时间${Time}秒","c":"面向角度采用角度制,0度为正东方向,90度为正北方向。不能超过单位的转身速度。","t":"设置单位面向角度(指定时间)"},{"n":"SetUnitMoveSpeed","d":"设置${单位}的移动速度为${Speed}","c":"","t":"设置移动速度"},{"n":"SetUnitPropWindow","d":"改变${单位}的转向角度为${数值}(弧度制)","c":"设置单位转身时的转向角度.数值越大转向幅度越大.","t":"改变单位转向角度(弧度制)[R]"},{"n":"SetUnitCreepGuard","d":"设置${单位}的警戒点:${option}","c":"锁定并防止AI脚本改动单位警戒点.","t":"锁定指定单位的警戒点[R]"},{"n":"GetUnitAcquireRange","d":"${单位}的当前主动攻击范围","c":"","t":"当前主动攻击范围"},{"n":"GetUnitTurnSpeed","d":"${单位}的当前转身速度","c":"转身速度表示单位改变面向方向时的速度.数值越小表示转身越慢.","t":"当前转身速度"},{"n":"GetUnitPropWindow","d":"${单位}的当前转向角度(弧度制)","c":"单位转身时的转向角度.数值越大转向幅度越大.","t":"当前转向角度(弧度制)[R]"},{"n":"GetUnitFlyHeight","d":"${单位}的当前飞行高度","c":"飞行单位可以直接改变飞行高度.其他单位通过添加/删除替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度.","t":"当前飞行高度"},{"n":"GetUnitDefaultAcquireRange","d":"${单位}的默认主动攻击范围","c":"","t":"默认主动攻击范围"},{"n":"GetUnitDefaultTurnSpeed","d":"${单位}的默认转身速度","c":"转身速度表示单位改变面向方向时的速度.数值越小表示转身越慢.","t":"默认转身速度"},{"n":"GetUnitDefaultFlyHeight","d":"${单位}的默认飞行高度","c":"飞行单位可以直接改变飞行高度.其他单位通过添加/删除替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度.","t":"默认飞行高度"},{"n":"SetUnitOwner","d":"改变${单位}所属为${Player}并${Change/RetainColor}","c":"","t":"改变所属"},{"n":"SetUnitColor","d":"改变${单位}的队伍颜色为${Color}","c":"改变队伍颜色并不会改变单位所属.","t":"改变队伍颜色"},{"n":"SetUnitScale","d":"改变${单位}的尺寸缩放为:(${X},${Y},${Z})","c":"缩放尺寸使用(长,宽,高)格式.","t":"改变单位尺寸(按倍数)[R]"},{"n":"SetUnitTimeScale","d":"改变${单位}的动画播放速度为正常速度的${Percent}倍","c":"设置1倍动画播放速度来恢复正常状态.","t":"改变单位动画播放速度(按倍数)[R]"},{"n":"SetUnitVertexColor","d":"改变${单位}的颜色值:(${Red},${Green},${Blue}),透明值:${Transparency}","c":"颜色格式为(红,绿,蓝).大多数单位使用(255,255,255)的颜色值和255的Alpha值.透明值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"改变单位的颜色(RGB:0-255)[R]"},{"n":"SetUnitAnimation","d":"播放${Unit}的${动画名}动作","c":"通过'重置单位动作'恢复到普通的动作.","t":"播放单位动画"},{"n":"SetUnitAnimationByIndex","d":"播放${单位}的第${序号}号动作","c":"可以指定播放所有的单位动画,不过需要自己多尝试.每个单位的动作序号不一样的.","t":"播放单位指定序号动动作[R]"},{"n":"SetUnitAnimationWithRarity","d":"播放${单位}的${AnimationName}动作,只用${Rarity}动作","c":"通过'重置单位动作'恢复到普通的动作.","t":"播放单位动运作(指定概率)"},{"n":"AddUnitAnimationProperties","d":"给${单位}附加动作${Tag},状态为${Add/Remove}","c":"比如恶魔猎手添加'alternate'会显示为恶魔形态;农民添加'gold'则为背负黄金形态.","t":"添加/删除单位动画附加名[R]"},{"n":"SetUnitLookAt","d":"锁定${单位}的${Source}朝向${目标单位},偏移坐标(${X},${Y},${Z})","c":"单位的该身体部件会一直朝向目标单位的偏移坐标点处,直到使用'重置身体朝向'.坐标偏移以目标单位脚下为坐标原点.","t":"锁定身体朝向"},{"n":"ResetUnitLookAt","d":"重置${单位}的身体朝向","c":"恢复单位的身体朝向为正常状态.","t":"重置身体朝向"},{"n":"SetUnitRescuable","d":"设置${单位}对${玩家}${Rescuable/Unrescuable}","c":"","t":"设置可否营救(对玩家)[R]"},{"n":"SetUnitRescueRange","d":"设置${单位}的营救范围为${Range}","c":"","t":"设置营救范围"},{"n":"SetHeroStr","d":"设置${英雄}的力量为${Value},(${Permanent}永久奖励)","c":"永久奖励貌似无效项,不需要理会.","t":"设置英雄力量[R]"},{"n":"SetHeroAgi","d":"设置${英雄}的敏捷为${Value},(${Permanent}永久奖励)","c":"永久奖励貌似无效项,不需要理会.","t":"设置英雄敏捷[R]"},{"n":"SetHeroInt","d":"设置${英雄}的智力为${Value},(${Permanent}永久奖励)","c":"永久奖励貌似无效项,不需要理会.","t":"设置英雄智力[R]"},{"n":"GetHeroStr","d":"${英雄}的力量值(${Include/Exclude}加成)","c":"","t":"英雄力量[R]"},{"n":"GetHeroAgi","d":"${英雄}的敏捷值(${Include/Exclude}加成)","c":"","t":"英雄敏捷[R]"},{"n":"GetHeroInt","d":"${英雄}的智力值(${Include/Exclude}加成)","c":"","t":"英雄智力[R]"},{"n":"UnitStripHeroLevel","d":"降低${Hero}${Level}个等级","c":"只能降低等级.英雄经验将重置为该等级的初始值.","t":"降低等级[R]"},{"n":"GetHeroXP","d":"${英雄}的经验值","c":"","t":"英雄经验值"},{"n":"SetHeroXP","d":"设置${Hero}的经验值为${Quantity},${Show/Hide}升级动画","c":"经验值不能倒退.","t":"设置经验值"},{"n":"GetHeroSkillPoints","d":"${英雄}的未分配技能点数","c":"","t":"未分配技能点数"},{"n":"UnitModifySkillPoints","d":"增加${英雄}${Value}点剩余技能点","c":"","t":"添加剩余技能点[R]"},{"n":"AddHeroXP","d":"增加${Hero}${Quantity}点经验值,${Show/Hide}升级动画","c":"经验值不能倒退.","t":"增加经验值[R]"},{"n":"GetHeroLevel","d":"${英雄}的英雄等级","c":"","t":"英雄等级"},{"n":"GetUnitLevel","d":"${单位}的等级","c":"对于英雄则会返回其英雄等级.","t":"单位等级"},{"n":"GetHeroProperName","d":"${Hero}的称谓","c":"如圣骑士会返回'无惧的布赞恩'而不是'圣骑士'.","t":"英雄称谓"},{"n":"SuspendHeroXP","d":"${Enable/Disable}${Hero}的经验获取","c":"","t":"允许/禁止经验获取[R]"},{"n":"IsSuspendedXP","d":"${Hero}不可获得经验","c":"可使用'英雄-允许/禁止经验获取'来设置该项.","t":"经验不可获得"},{"n":"SelectHeroSkill","d":"命令${Hero}学习技能${Skill}","c":"只有当英雄有剩余技能点时有效.","t":"学习技能"},{"n":"GetUnitAbilityLevel","d":"${单位}的${技能}技能等级","c":"如果单位没有该技能,则返回0.","t":"单位技能等级[R]"},{"n":"DecUnitAbilityLevel","d":"使${单位}的${技能}等级降低1级","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"降低技能等级[R]"},{"n":"IncUnitAbilityLevel","d":"使${单位}的${技能}等级提升1级","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"提升技能等级[R]"},{"n":"SetUnitAbilityLevel","d":"设置${单位}的${技能}等级为${Level}","c":"改变死亡单位的光环技能会导致魔兽崩溃.","t":"设置技能等级[R]"},{"n":"ReviveHero","d":"立即复活${英雄}在(${X},${Y}),${Show/Hide}复活动画","c":"如果英雄正在祭坛复活,则会退回部分花费(默认为100%).","t":"立即复活(指定坐标)[R]"},{"n":"ReviveHeroLoc","d":"立即复活${英雄}在${指定点},${Show/Hide}复活动画","c":"如果英雄正在祭坛复活,则会退回部分花费(默认为100%).","t":"立即复活(指定点)"},{"n":"SetUnitInvulnerable","d":"设置${单位}${Invulnerable/Vulnerable}","c":"","t":"设置无敌/可攻击"},{"n":"PauseUnit","d":"设置${单位}${Pause/Unpause}","c":"","t":"暂停/恢复[R]"},{"n":"SetUnitPathing","d":"设置${单位}${On/Off}碰撞","c":"关闭碰撞的单位无视障碍物,但其他单位仍视其为障碍物.","t":"设置碰撞开关"},{"n":"ClearSelection","d":"清空所有玩家的选择","c":"使玩家取消选择所有已选单位.","t":"清空选择(所有玩家)"},{"n":"GetUnitPointValue","d":"${单位}的附加值","c":"单位附加值不可改变.可以做一些特殊用途.比如TD地图中的建筑贩卖价格.","t":"单位附加值"},{"n":"GetUnitPointValueByType","d":"${单位类型}的附加值","c":"单位附加值不可改变.可以做一些特殊用途.比如TD地图中的建筑贩卖价格.","t":"单位附加值(指定单位类型)"},{"n":"UnitAddItem","d":"给予${单位}${物品}","c":"","t":"给予物品[R]"},{"n":"UnitAddItemToSlotById","d":"给予${单位}${物品类型}并放在物品栏#${数值}","c":"注意:物品栏编号从0-5,而不是1-6.该动作创建的物品不被'最后创建的物品'所记录.","t":"新建物品到指定物品栏[R]"},{"n":"UnitHasItem","d":"${Hero}拥有${物品}","c":"","t":"持有物品"},{"n":"UnitItemInSlot","d":"${单位}物品栏第${Index}格的物品","c":"第一个单位格的位置为0.","t":"单位持有物品"},{"n":"UnitDropItemPoint","d":"命令${单位}丢弃物品${物品}到坐标:(${X},${Y})","c":"","t":"发布丢弃物品命令(指定坐标)[R]"},{"n":"UnitDropItemSlot","d":"命令${单位}移动${物品}到物品栏#${Index}","c":"只有当单位持有该物品时才有效.注意:该函数中物品栏编号从0-5,而不是1-6.","t":"移动物品到物品栏[R]"},{"n":"UnitUseItem","d":"命令${单位}使用${物品}","c":"","t":"使用物品(无目标)"},{"n":"UnitUseItemPoint","d":"命令${单位}使用${物品},目标坐标:(${X},${Y})","c":"","t":"使用物品(指定坐标)"},{"n":"UnitUseItemTarget","d":"命令${单位}使用${物品},目标:${单位}","c":"","t":"使用物品(对单位)"},{"n":"GetUnitY","d":"${单位}所在Y轴坐标","c":"","t":"单位所在Y轴坐标[R]"},{"n":"GetUnitLoc","d":"${单位}的位置","c":"会创建点.","t":"单位位置"},{"n":"GetUnitFacing","d":"${单位}的面向角度","c":"采用角度制.0度为正东方向,90度为正北方向.","t":"面向角度"},{"n":"GetUnitState","d":"${单位}的${Property}","c":"","t":"属性[R]"},{"n":"GetOwningPlayer","d":"${单位}的所有者","c":"","t":"单位所有者"},{"n":"GetUnitTypeId","d":"${单位}的类型","c":"","t":"指定单位的类型"},{"n":"GetUnitRace","d":"${单位}所属种族","c":"物体编辑器中设置的单位所属种族.","t":"单位种族"},{"n":"GetUnitFoodUsed","d":"${单位}使用的人口数量","c":"","t":"单位使用人口数量"},{"n":"GetUnitFoodMade","d":"${单位}提供的人口数量","c":"","t":"单位提供人口数量"},{"n":"GetFoodMade","d":"${单位类型}提供的人口数量","c":"","t":"单位提供人口数量(指定单位类型)"},{"n":"GetFoodUsed","d":"${单位类型}使用的人口数量","c":"","t":"单位使用人口数量(指定单位类型)"},{"n":"SetUnitUseFood","d":"设置${单位}:${Enable/Disable}其人口占用","c":"","t":"允许/禁止人口占用[R]"},{"n":"GetUnitRallyPoint","d":"${单位}的集结点位置","c":"如果单位没有设置集结点,则返回null.设置自己为集结点可取消集结点设置.会创建点.","t":"单位集结点"},{"n":"GetUnitRallyUnit","d":"${单位}的集结点目标","c":"如果指定单位没有设置集结点到单位目标,则返回null.","t":"单位集结点目标"},{"n":"GetUnitRallyDestructable","d":"${单位}的集结点目标","c":"如果指定单位没有设置集结点到可破坏物上,则返回null.","t":"单位集结点目标"},{"n":"IsUnitInGroup","d":"${单位}在${单位组}中","c":"","t":"在单位组"},{"n":"IsUnitInForce","d":"${单位}属于${玩家组}里的玩家","c":"判断单位是否属于这个玩家组里的玩家。","t":"是玩家组里玩家的单位"},{"n":"IsUnitOwnedByPlayer","d":"${单位}属于${Player}","c":"判断单位是否属于这个玩家。","t":"是玩家的单位"},{"n":"IsUnitAlly","d":"${单位}是${Player}的同盟单位","c":"包括中立状态.单向判断玩家对单位是否为不侵犯状态.","t":"是玩家的同盟单位"},{"n":"IsUnitEnemy","d":"${单位}是${Player}的敌对单位","c":"不包括中立状态.单向判断玩家对单位是否为敌对侵犯.","t":"是玩家的敌对单位"},{"n":"IsUnitVisible","d":"${单位}对${Player}可见","c":"","t":"单位可见"},{"n":"IsUnitDetected","d":"${单位}处在${玩家}的真实视野范围内","c":"用来判断单位在这个玩家反隐形范围内，注：不包含该玩家同盟的反隐范围。","t":"被检测到"},{"n":"IsUnitInvisible","d":"${单位}对${Player}不可见","c":"","t":"单位不可见"},{"n":"IsUnitFogged","d":"${单位}在${Player}的迷雾范围内","c":"黑色阴影内的单位不被计算在内.","t":"单位在迷雾中"},{"n":"IsUnitMasked","d":"${单位}在${Player}的黑色阴影内","c":"","t":"单位在黑色阴影中"},{"n":"IsUnitSelected","d":"${单位}被${Player}选择","c":"","t":"被玩家选择"},{"n":"IsUnitRace","d":"${单位}是${Race}","c":"","t":"单位种族检查"},{"n":"IsUnitType","d":"${单位}是${Type}","c":"","t":"单位类别检查"},{"n":"IsUnit","d":"${单位}与${单位}相同","c":"用来判断两个单位是否相等。","t":"单位检查"},{"n":"IsUnitInRange","d":"${单位}在距离${指定单位}${范围}范围内","c":"","t":"在指定单位范围内[R]"},{"n":"IsUnitInRangeXY","d":"${单位}在距离坐标(${X},${Y})${范围}范围内","c":"","t":"在指定坐标范围内[R]"},{"n":"IsUnitInRangeLoc","d":"${单位}在距离${指定点}${范围}范围内","c":"","t":"在指定点范围内[R]"},{"n":"IsUnitIdType","d":"${单位类型}是${Type}","c":"","t":"单位类别检查(指定单位类型)"},{"n":"UnitShareVision","d":"设置${单位}的视野对${Player}${on/off}","c":"","t":"共享视野[R]"},{"n":"UnitSuspendDecay","d":"设置${单位}的尸体腐烂状态:${Suspend/Resume}","c":"只对已完成死亡动作的尸体有效.","t":"暂停尸体腐烂[R]"},{"n":"UnitAddType","d":"为${单位}添加${Classification}类别","c":"已去除所有无效类别.","t":"添加类别[R]"},{"n":"UnitRemoveType","d":"为${单位}删除${Classification}类别","c":"已去除所有无效类别.","t":"删除类别[R]"},{"n":"UnitAddAbility","d":"为${单位}添加${技能}","c":"","t":"添加技能[R]"},{"n":"UnitRemoveAbility","d":"为${单位}删除${技能}","c":"","t":"删除技能[R]"},{"n":"UnitMakeAbilityPermanent","d":"设置${单位}${是否}${技能}永久性","c":"如触发添加给单位的技能就是非永久性的,非永久性技能在变身并回复之后会丢失掉.这类情况就需要设置技能永久性.","t":"设置技能永久性[R]"},{"n":"UnitCountBuffsEx","d":"${单位}的附带Buff数量,(${Include/Exclude}正面Buff,${Include/Exclude}负面Buff${Include/Exclude}魔法Buff,${Include/Exclude}物理Buff${Include/Exclude}生命周期,${Include/Exclude}光环效果${Include/Exclude}不可驱散Buff)","c":"","t":"拥有Buff数量[R]"},{"n":"UnitAddSleepPerm","d":"使${单位}${Sleep/RemainAwake}","c":"使用该功能前必须用触发为单位添加'一直睡眠'技能.","t":"控制单位睡眠状态"},{"n":"UnitApplyTimedLife","d":"为${单位}设置${BuffType}类型的生命周期,持续时间为${Duration}秒","c":"","t":"设置生命周期[R]"},{"n":"UnitResetCooldown","d":"重置${单位}的所有技能冷却时间","c":"如果要重置单一技能的CD,可以通过删除技能+添加技能+设置技能等级来完成.","t":"重置技能CD"},{"n":"UnitSetConstructionProgress","d":"设置${Building}的建造进度条为${Progress}%","c":"只作用于正在建造的建筑.","t":"设置建筑建造进度条"},{"n":"UnitSetUpgradeProgress","d":"设置${Building}的升级进度条为${Progress}%","c":"只作用于正在升级的建筑.是建筑A升级为建筑B的升级,不是科技的研究.","t":"设置建筑升级进度条"},{"n":"UnitPauseTimedLife","d":"使${单位}${Pause/Unpause}生命周期","c":"只有召唤单位有生命周期.","t":"暂停/恢复生命周期[R]"},{"n":"UnitDamagePoint","d":"命令${单位}在${Seconds}秒后对半径为${Size}圆心为(${X},${Y})的范围造成${Amount}点伤害(${是}攻击伤害,${是}远程攻击)攻击类型:${AttackType}伤害类型:${DamageType}装甲类型:${WeaponType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害区域[R]"},{"n":"UnitDamageTarget","d":"命令${单位}对${Target}造成${Amount}点伤害(${是}攻击伤害,${是}远程攻击)攻击类型:${AttackType}伤害类型:${DamageType}武器类型:${WeaponType}","c":"该动作不会打断单位动作.由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件.","t":"伤害目标[R]"},{"n":"IssueImmediateOrder","d":"对${单位}发布${Order}命令","c":"","t":"发布命令(无目标)"},{"n":"IssueImmediateOrderById","d":"对${单位}发布${Order}命令","c":"","t":"发布命令(无目标)(ID)"},{"n":"IssuePointOrder","d":"对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"","t":"发布命令(指定坐标)"},{"n":"IssuePointOrderLoc","d":"对${单位}发布${Order}命令到目标点:${指定点}","c":"","t":"发布命令(指定点)"},{"n":"IssuePointOrderById","d":"对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"","t":"发布命令(指定坐标)(ID)"},{"n":"IssuePointOrderByIdLoc","d":"对${单位}发布${Order}命令到目标点:${指定点}","c":"","t":"发布命令(指定点)(ID)"},{"n":"IssueTargetOrder","d":"对${单位}发布${Order}命令到目标:${单位}","c":"","t":"发布命令(指定单位)"},{"n":"IssueTargetOrderById","d":"对${单位}发布${Order}命令到目标:${单位}","c":"","t":"发布命令(指定单位)(ID)"},{"n":"IssueBuildOrderById","d":"命令${单位}建造${单位类型}在坐标:(${X},${Y})","c":"","t":"发布建造命令(指定坐标)[R]"},{"n":"IssueNeutralImmediateOrder","d":"使${玩家}对${单位}发布${Order}命令","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(无目标)"},{"n":"IssueNeutralImmediateOrderById","d":"使${玩家}对${单位}发布${Order}命令","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(无目标)(ID)"},{"n":"IssueNeutralPointOrder","d":"使${玩家}对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定坐标)"},{"n":"IssueNeutralPointOrderById","d":"使${玩家}对${单位}发布${Order}命令到坐标:(${X},${Y})","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定坐标)(ID)"},{"n":"IssueNeutralTargetOrder","d":"使${玩家}对${单位}发布${Order}命令到目标:${单位}","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定单位)"},{"n":"IssueNeutralTargetOrderById","d":"使${玩家}对${单位}发布${Order}命令到目标:${单位}","c":"可以用来对非本玩家单位发布命令.","t":"发布中介命令(指定单位)(ID)"},{"n":"GetUnitCurrentOrder","d":"${单位}的当前命令ID.","c":"","t":"当前命令ID"},{"n":"SetResourceAmount","d":"设置${金矿}的黄金储量为${Quantity}","c":"","t":"设置黄金储量"},{"n":"GetResourceAmount","d":"${金矿}的储金量","c":"只对金矿有效.","t":"储金量"},{"n":"WaygateGetDestinationX","d":"${传送门}的目的地X坐标","c":"","t":"传送门目的地X坐标"},{"n":"WaygateGetDestinationY","d":"${传送门}的目的地Y坐标","c":"","t":"传送门目的地Y坐标"},{"n":"WaygateSetDestination","d":"设置${传送门}的目的地为(${X},${Y})","c":"","t":"设置传送门目的坐标[R]"},{"n":"AddItemToAllStock","d":"添加${物品类型}到所有市场并设置库存量:${Count}最大库存量:${Max}","c":"影响所有拥有'出售物品'技能的单位.","t":"添加物品(所有市场)"},{"n":"AddUnitToAllStock","d":"添加${单位类型}到所有市场并设置库存量:${Count}最大库存量:${Max}","c":"影响所有拥有'出售单位'技能的单位.","t":"添加单位(所有市场)"},{"n":"RemoveItemFromAllStock","d":"删除${物品类型}从所有市场","c":"影响所有拥有'出售物品'技能的单位.","t":"删除物品(所有市场)"},{"n":"RemoveUnitFromAllStock","d":"删除${单位类型}从所有市场","c":"影响所有拥有'出售单位'技能的单位.","t":"删除单位(所有市场)"},{"n":"SetAllItemTypeSlots","d":"限制所有市场的可出售物品种类数为${Quantity}","c":"影响所有拥有'出售物品'技能的单位.","t":"限制物品种类(所有市场)"},{"n":"SetAllUnitTypeSlots","d":"限制所有市场的可出售单位种类数为${Quantity}","c":"影响所有拥有'出售单位'技能的单位.","t":"限制单位种类(所有市场)"},{"n":"SetItemTypeSlots","d":"限制${Marketplace}的可出售物品种类数为${Quantity}","c":"只影响有'出售物品'技能的单位.","t":"限制物品种类(指定市场)"},{"n":"SetUnitTypeSlots","d":"限制${Marketplace}的可出售单位种类数为${Quantity}","c":"只影响有'出售单位'技能的单位.","t":"限制单位种类(指定市场)"},{"n":"GetUnitUserData","d":"${单位}的自定义值","c":"可使用'单位-设置自定义值'来设置该值.","t":"单位自定义值"},{"n":"SetUnitUserData","d":"设置${单位}的自定义值为${Index}","c":"单位自定义值仅用于触发器.可用来给单位绑定一个整型数据.","t":"设置自定义值"},{"n":"GetLocalPlayer","d":"本地玩家","c":"指代玩家自己,所以对每个玩家返回值都不一样.如果不清楚该函数的话千万别用,因为很可能因为不同步而导致掉线.","t":"本地玩家[R]"},{"n":"IsPlayerAlly","d":"${Player}是${Player}的盟友","c":"包括中立状态.单向判断玩家A对玩家B联盟不侵犯,即表示玩家A是玩家B的盟友.","t":"是玩家的盟友"},{"n":"IsPlayerEnemy","d":"${Player}是${Player}的敌人","c":"不包括中立状态.单向判断玩家A对玩家B敌对侵犯,即表示玩家A是玩家B的盟友.","t":"是玩家的敌人"},{"n":"IsPlayerInForce","d":"${Player}在${玩家组}中","c":"","t":"在玩家组"},{"n":"IsPlayerObserver","d":"${Player}是裁判或观察者","c":"","t":"玩家是裁判或观察者[R]"},{"n":"IsVisibleToPlayer","d":"坐标(${x},${y})对${玩家}可见","c":"","t":"坐标可见"},{"n":"IsLocationVisibleToPlayer","d":"${指定点}对${Player}可见","c":"","t":"点可见"},{"n":"IsFoggedToPlayer","d":"坐标(${x},${y})在${玩家}的迷雾范围内","c":"黑色阴影内的坐标不被计算在内。","t":"坐标在迷雾中"},{"n":"IsLocationFoggedToPlayer","d":"${指定点}在${Player}的迷雾范围内","c":"黑色阴影内的点不被计算在内.","t":"点在迷雾中"},{"n":"IsMaskedToPlayer","d":"坐标(${x},${y})在${玩家}的黑色阴影内","c":"","t":"坐标在黑色阴影中"},{"n":"IsLocationMaskedToPlayer","d":"${指定点}在${Player}的黑色阴影内","c":"","t":"点在黑色阴影中"},{"n":"GetPlayerRace","d":"${Player}的种族","c":"","t":"玩家的种族"},{"n":"GetPlayerId","d":"${Player}的玩家ID-1","c":"玩家ID取值1-16.","t":"玩家ID-1[R]"},{"n":"GetPlayerUnitCount","d":"${Player}拥有的非建筑单位数量(${Include/Exclude}未完成的)","c":"","t":"非建筑单位数量"},{"n":"GetPlayerStructureCount","d":"${Player}拥有的建筑数量(${Include/Exclude}未完成的)","c":"","t":"建筑数量"},{"n":"GetPlayerState","d":"${Player}${Property}","c":"","t":"玩家属性"},{"n":"GetPlayerScore","d":"${Player}${Score}","c":"","t":"玩家得分"},{"n":"GetPlayerAlliance","d":"${Player}对${Player}开启${AllianceType}","c":"","t":"联盟状态设置"},{"n":"SetPlayerHandicap","d":"设置${Player}的生命障碍为正常的${Percent}倍","c":"生命上限影响玩家拥有单位的生命最大值.生命之书并不受生命上限限制,所以对英雄血量可能会有偏差.","t":"设置生命上限[R]"},{"n":"SetPlayerHandicapXP","d":"设置${Player}的经验获得率为正常的${Value}倍","c":"","t":"设置经验获得率[R]"},{"n":"AddPlayerTechResearched","d":"增加${玩家}的${科技}科技${整数}级","c":"科技等级不能倒退。","t":"增加科技等级"},{"n":"SetPlayerAbilityAvailable","d":"设置${Player}的${技能}为${Enable/Disable}","c":"设置玩家能否使用该技能.","t":"允许/禁用技能[R]"},{"n":"RemovePlayer","d":"踢除${Player}，玩家的游戏结果为${文字}","c":"","t":"踢除玩家"},{"n":"SetFogStateRect","d":"为${玩家}设置${FogStateVisible}在${矩形区域}(对盟友${共享}视野)","c":"","t":"设置地图迷雾(矩形区域)[R]"},{"n":"SetFogStateRadius","d":"为${玩家}设置${FogStateVisible}在圆心为(${X},${Y})半径为${数值}的范围,(对盟友${共享}视野)","c":"","t":"设置地图迷雾(圆范围)[R]"},{"n":"FogMaskEnable","d":"${启用/禁用}黑色阴影","c":"","t":"启用/禁用黑色阴影[R]"},{"n":"IsFogMaskEnabled","d":"黑色阴影开启","c":"","t":"黑色阴影开启"},{"n":"FogEnable","d":"${启用/禁用}战争迷雾","c":"","t":"启用/禁用战争迷雾[R]"},{"n":"IsFogEnabled","d":"战争迷雾开启","c":"","t":"战争迷雾开启"},{"n":"CreateFogModifierRect","d":"新建的${玩家}可见度修正器.可见度:${FogStateVisible}影响区域:${矩形区域}(对盟友${共享}视野,${覆盖}单位视野)","c":"会创建可见度修正器.","t":"新建可见度修正器(矩形区域)[R]"},{"n":"CreateFogModifierRadius","d":"新建的${玩家}可见度修正器.可见度:${FogStateVisible}圆心坐标:(${X},${Y})半径:${数值}(对盟友${共享}视野,${覆盖}单位视野)","c":"会创建可见度修正器.","t":"新建可见度修正器(圆范围)[R]"},{"n":"DestroyFogModifier","d":"删除${VisibilityModifier}","c":"","t":"删除可见度修正器"},{"n":"FogModifierStart","d":"启用${VisibilityModifier}","c":"","t":"启用可见度修正器"},{"n":"FogModifierStop","d":"禁用${VisibilityModifier}","c":"","t":"禁用可见度修正器"},{"n":"ChangeLevel","d":"切换到关卡:${Filename}(${Show/Skip}计分屏)","c":"","t":"切换关卡[R]"},{"n":"SaveGame","d":"保存游戏进度为:${Filename}","c":"","t":"保存进度[R]"},{"n":"SaveGameExists","d":"${存档文件}已存在","c":"","t":"游戏存档存在"},{"n":"DoNotSaveReplay","d":"关闭游戏录像功能","c":"游戏结束时不保存游戏录像.","t":"关闭游戏录像功能[R]"},{"n":"DialogCreate","d":"新建对话框","c":"创建新的对话框.","t":"新建对话框[R]"},{"n":"DialogDestroy","d":"删除${对话框}","c":"将对话框清除出内存.一般来说对话框并不需要删除.","t":"删除[R]"},{"n":"DialogAddButton","d":"给${对话框}添加按钮,使用标题:${文字}快捷键:${HotKey}","c":"会创建对话框按钮.","t":"添加对话框按钮[R]"},{"n":"DialogAddQuitButton","d":"为${对话框}添加退出游戏按钮(${跳过}计分屏)按钮标题为:${文字}快捷键为:${HotKey}","c":"该函数创建的按钮并不被纪录到'最后创建的对话框按钮'.当该按钮被点击时会退出游戏","t":"添加退出游戏按钮[R]"},{"n":"DialogDisplay","d":"对${Player}设置${对话框}的状态为${Show/Hide}","c":"对话框不能应用于地图初始化事件.","t":"显示/隐藏[R]"},{"n":"ReloadGameCachesFromDisk","d":"从本地硬盘读取缓存数据","c":"只对单机游戏有效,从本地硬盘读取缓存数据,主要用来实现战役关卡间的数据传递.","t":"读取本地缓存数据"},{"n":"InitGameCache","d":"新建游戏缓存:${缓存名}","c":"创建一个新的游戏缓存,一个地图最多只有有256个游戏缓存.","t":"新建游戏缓存[R]"},{"n":"StoreInteger","d":"缓存:${GameCache}类别名:${Category}使用名称:${文字}记录:${整数}","c":"使用'游戏缓存-读取整数'来读取该数值.名称和类别名不能包含空格.","t":"记录整数"},{"n":"StoreReal","d":"缓存:${GameCache}类别名:${Category}使用名称:${文字}记录:${实数}","c":"使用'游戏缓存-读取实数'来读取该数值.名称和类别名不能包含空格.","t":"记录实数"},{"n":"StoreBoolean","d":"缓存:${GameCache}类别名:${Category}使用名称:${文字}记录:${布尔值}","c":"使用'游戏缓存-读取布尔值'来读取该值.名称和类别名不能包含空格.","t":"记录布尔值"},{"n":"StoreString","d":"缓存:${GameCache}类别名:${Category}使用名称:${文字}记录:${字符串}","c":"使用'游戏缓存-读取字符串'来读取该值.名称和类别名不能包含空格.","t":"记录字符串"},{"n":"GetStoredInteger","d":"从${GameCache}中读取整数值,类别:${Category},名称:${文字}","c":"如果该值不存在则返回0.","t":"缓存读取整数[C]"},{"n":"GetStoredReal","d":"从${GameCache}中读取实数,类别:${Category}名称:${文字}","c":"如果该值不存在则返回0.","t":"缓存读取实数[C]"},{"n":"GetStoredBoolean","d":"从${GameCache}中读取布尔值,类别:${Category},名称:${文字}","c":"如果该值不存在则返回false.","t":"读取布尔值[R]"},{"n":"GetStoredString","d":"从${GameCache}中读取字符串,类别:${Category}名称:${文字}","c":"如果该值不存在,则返回空字符串.注意,空字符串不等于null","t":"读取字符串[C]"},{"n":"FlushStoredMission","d":"删除缓存${GameCache}中${Category}类别","c":"清空该类别下的所有缓存数据.","t":"删除类别"},{"n":"GetRandomInt","d":"随机整数,最小值:${Minimum}最大值:${Maximum}","c":"","t":"随机整数"},{"n":"GetRandomReal","d":"随机实数,最小值:${Minimum}最大值:${Maximum}","c":"","t":"随机实数"},{"n":"CreateUnitPool","d":"新建的空单位池","c":"会创建单位池。","t":"新建单位池[R]"},{"n":"DestroyUnitPool","d":"删除${单位池}","c":"","t":"删除单位池[R]"},{"n":"UnitPoolAddUnitType","d":"在${单位池}中添加一个${单位}比重为${数值}","c":"比重越高被选择的机率越大","t":"添加单位类型[R]"},{"n":"UnitPoolRemoveUnitType","d":"从${单位池}中删除${单位}","c":"","t":"删除单位类型[R]"},{"n":"PlaceRandomUnit","d":"从${单位池}中为${玩家}任意选择一个单位并放置到点(${X},${Y})面向${度}","c":"","t":"选择放置单位[R]"},{"n":"CreateItemPool","d":"新建的空物品池","c":"会创建物品池.","t":"新建物品池[R]"},{"n":"DestroyItemPool","d":"删除${物品池}","c":"","t":"删除物品池[R]"},{"n":"ItemPoolAddItemType","d":"在${物品池}中添加一个${物品}比重为${数值}","c":"比重越高被选择的机率越大.","t":"添加物品类型[R]"},{"n":"ItemPoolRemoveItemType","d":"从${物品池}中删除${物品}","c":"","t":"删除物品类型[R]"},{"n":"PlaceRandomItem","d":"从${物品池}中任意选择一个物品并放置到(${X},${Y})点","c":"","t":"选择放置物品[R]"},{"n":"SetRandomSeed","d":"设置随机种子数为：${整数}","c":"设置游戏的随机种子，随机种子会影响随机整数，攻击骰子之类的随机数。","t":"设置随机种子"},{"n":"SetTerrainFogEx","d":"迷雾风格:${Style},Z轴开始端:${Z-Start},Z轴结束端:${Z-End},密度:${Density}颜色:(${Red},${Green},${Blue})","c":"颜色格式为(红,绿,蓝).取值范围0.00-1.00.","t":"设置迷雾[R]"},{"n":"DisplayTextToPlayer","d":"对${玩家}在屏幕位移(${X},${Y})处显示文本:${文字}","c":"显示时间取决于文字长度.位移的取值在0-1之间.可使用'本地玩家'实现对所有玩家发送消息.","t":"对玩家显示文本消息(自动限时)[R]"},{"n":"DisplayTimedTextToPlayer","d":"对${玩家}在屏幕位移(${X},${Y})处显示${时间}秒的文本信息:${文字}","c":"位移的取值在0-1之间.可使用'本地玩家[R]'实现对所有玩家发送消息.","t":"对玩家显示文本消息(指定时间)[R]"},{"n":"ClearTextMessages","d":"清空玩家屏幕上的文本信息","c":"","t":"清空文本信息(所有玩家)[R]"},{"n":"SetSkyModel","d":"设置天空模型为${Sky}","c":"","t":"设置天空"},{"n":"EnableUserControl","d":"${启用/禁用}玩家控制权","c":"","t":"启用/禁用玩家控制权(所有玩家)[R]"},{"n":"SetTimeOfDayScale","d":"设置昼夜时间流逝速度为默认值的${Value}倍","c":"设置100%来恢复正常值.该值并不影响游戏速度.","t":"设置昼夜时间流逝速度[R]"},{"n":"ShowInterface","d":"${开启/关闭}信箱模式,转换时间为${Duration}秒","c":"使用电影镜头模式,隐藏游戏界面.","t":"开启/关闭信箱模式(所有玩家)[R]"},{"n":"PauseGame","d":"${暂停/恢复}游戏","c":"","t":"暂停/恢复游戏[R]"},{"n":"PingMinimap","d":"对所有玩家发送小地图信号到坐标(${X},${Y})持续时间:${Duration}秒","c":"","t":"小地图信号(所有玩家)[R]"},{"n":"PingMinimapEx","d":"对所有玩家发送小地图信号到坐标(${X},${Y})持续时间:${Duration}秒,信号颜色:(${Red},${Green},${Blue})信号类型:${Style}","c":"颜色格式为(红,绿,蓝).颜色值取值范围为0-255.","t":"小地图信号(指定颜色)(所有玩家)[R]"},{"n":"EnableOcclusion","d":"${Enable/Disable}闭塞","c":"","t":"允许/禁止闭塞(所有玩家)[R]"},{"n":"EnableWorldFogBoundary","d":"${Enable/Disable}边界染色,应用于所有玩家","c":"禁用边界染色时边界为普通地形,不显示为黑色,但仍是不可通行的.","t":"允许/禁止边界染色(所有玩家)[R]"},{"n":"SetAltMinimapIcon","d":"设置小地图特殊标志为${Image}","c":"必须使用16x16的图像.","t":"设置小地图特殊标志"},{"n":"DisableRestartMission","d":"设置重新开始任务按钮可以点击为${}","c":"当单人游戏时，可以设置重新开始任务按钮能否允许点击。","t":"禁用重新开始任务按钮"},{"n":"CreateTextTag","d":"新建的空漂浮文字","c":"会创建漂浮文字.","t":"新建漂浮文字[R]"},{"n":"SetTextTagText","d":"改变${FloatingText}的内容为${文字},字体大小:${Size}","c":"采用原始字体大小单位.字体大小不能超过0.5.","t":"改变文字内容[R]"},{"n":"SetTextTagPos","d":"改变${FloatingText}的位置为(${X},${Y}),Z轴高度为${Z}","c":"","t":"改变位置(坐标)[R]"},{"n":"SetTextTagColor","d":"改变${FloatingText}的颜色为(${Red},${Green},${Blue})透明值为${Transparency}","c":"颜色格式为(红,绿,蓝).透明值0为不可见.颜色值和透明值取值范围为0-255.","t":"改变颜色[R]"},{"n":"SetTextTagVelocity","d":"设置${FloatingText}的X轴速率:${XSpeed},Y轴速率:${YSpeed}","c":"对移动后的漂浮文字设置速率,该漂浮文字会先回到原点再向设定的角度移动.这里的1约等于游戏中的1800速度.","t":"设置速率[R]"},{"n":"SetTextTagVisibility","d":"对所有玩家${Show/Hide}${FloatingText}","c":"","t":"显示/隐藏(所有玩家)[R]"},{"n":"SetReservedLocalHeroButtons","d":"为玩家保留${Number}个左上角英雄图标.","c":"因为共享单位而被控制的其他玩家英雄的图标将在保留位置之后开始显示.","t":"保留英雄图标"},{"n":"GetAllyColorFilterState","d":"联盟颜色显示设置","c":"0为不开启.1为小地图显示.2为小地图和游戏都显示.","t":"联盟颜色显示设置"},{"n":"SetAllyColorFilterState","d":"设置联盟颜色显示状态为${State}","c":"0为不开启.1为小地图显示.2为小地图和游戏都显示.相当于游戏中Alt+A功能.","t":"设置联盟颜色显示"},{"n":"GetCreepCampFilterState","d":"小地图中立生物显示开启","c":"","t":"小地图中立生物显示开启"},{"n":"SetCreepCampFilterState","d":"小地图${Show/Hide}中立生物","c":"相当于游戏中Alt+R功能.","t":"设置小地图中立生物显示"},{"n":"EnableMinimapFilterButtons","d":"${Enable/Disable}联盟颜色显示按钮,${Enable/Disable}中立生物显示按钮","c":"","t":"允许/禁用小地图按钮"},{"n":"EnableDragSelect","d":"${Enable/Disable}框选功能(${Enable/Disable}显示选择框)","c":"","t":"允许/禁用框选"},{"n":"EnablePreSelect","d":"${Enable/Disable}预选功能(${Enable/Disable}显示预选圈,生命槽,物体信息)","c":"","t":"允许/禁用预选"},{"n":"EnableSelect","d":"${Enable/Disable}选择和取消选择功能(${Enable/Disable}显示选择圈)","c":"禁用选择后仍可以通过触发来选择物体.只有允许选择功能时才会显示选择圈.","t":"允许/禁用选择"},{"n":"CreateTrackable","d":"新建的可追踪物,使用模型:${模型名字}所在位置:(${X轴},${Y轴})面向角度:${数值}度","c":"可用来响应鼠标的移动和点击.会创建可追踪物.","t":"新建可追踪物[R]"},{"n":"CreateQuest","d":"新建任务","c":"新建一个任务.注：这条毫无用处，别用——everguo","t":"新建任务[R]"},{"n":"QuestSetEnabled","d":"设置${Quest}${Enable/Disable}","c":"被禁用的任务将不会显示在任务列表.","t":"启用/禁用任务[R]"},{"n":"IsQuestRequired","d":"${Quest}是主要任务","c":"","t":"是主要任务"},{"n":"IsQuestCompleted","d":"${Quest}已完成","c":"","t":"任务完成"},{"n":"IsQuestDiscovered","d":"${Quest}已被发现","c":"","t":"任务被发现"},{"n":"IsQuestFailed","d":"${Quest}失败","c":"","t":"任务失败"},{"n":"IsQuestEnabled","d":"${Quest}已激活","c":"","t":"任务激活"},{"n":"IsQuestItemCompleted","d":"${QuestRequirement}已完成","c":"","t":"任务项目完成"},{"n":"CreateTimerDialog","d":"为${计时器}新建计时窗口","c":"为一个计时器创建一个新建计时器窗口.","t":"新建计时器窗口[R]"},{"n":"TimerDialogSetTitleColor","d":"改变${TimerWindow}文字颜色为(${Red},${Green},${Blue})透明值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和透明值值取值范围为0-255.","t":"改变计时器窗口文字颜色[R]"},{"n":"TimerDialogSetTimeColor","d":"改变${TimerWindow}的计间颜色为(${Red},${Green},${Blue})透明值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和透明值值取值范围为0-255.","t":"改变计时器窗口计时颜色[R]"},{"n":"TimerDialogSetSpeed","d":"设置${TimerWindow}的时间流逝速度为${Factor}倍","c":"同时计时器显示时间也会随之变化.就是说60秒的计时器设置为2倍速则显示时间也会变为120秒.","t":"设置计时器窗口速率[R]"},{"n":"TimerDialogDisplay","d":"设置${计时器窗口}的状态为${Show/Hide}","c":"计时器窗口不能在地图初始化时显示.","t":"显示/隐藏计时器窗口(所有玩家)[R]"},{"n":"CreateLeaderboard","d":"新建的空排行榜","c":"会创建排行榜.","t":"新建排行榜[R]"},{"n":"LeaderboardDisplay","d":"设置${排行榜}${Show/Hide}","c":"排行榜不能在地图初始化时显示.","t":"显示/隐藏[R]"},{"n":"LeaderboardGetItemCount","d":"${Leaderboard}的行数","c":"","t":"行数"},{"n":"LeaderboardClear","d":"清空${排行榜}","c":"清空排行榜中所有内容.","t":"清空[R]"},{"n":"PlayerSetLeaderboard","d":"设置${Player}使用${排行榜}","c":"每个玩家只能显示一个排行榜.","t":"设置玩家使用的排行榜[R]"},{"n":"LeaderboardSetLabelColor","d":"设置${Leaderboard}的文字颜色为(${Red},${Green},${Blue})Alpha通道值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和Alpha通道值取值范围为0-255.","t":"设置文字颜色[R]"},{"n":"LeaderboardSetValueColor","d":"设置${Leaderboard}的数值颜色为(${Red},${Green},${Blue})Alpha通道值为:${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha通道值0为不可见.颜色值和Alpha通道值取值范围为0-255.","t":"设置数值颜色[R]"},{"n":"CreateMultiboard","d":"新建的空多面板","c":"会创建多面板.","t":"新建多面板[R]"},{"n":"MultiboardDisplay","d":"设置${Multiboard}${Show/Hide}","c":"多面板不能在地图初始化时显示.","t":"显示/隐藏[R]"},{"n":"IsMultiboardDisplayed","d":"${Multiboard}是显示的","c":"","t":"多面板显示"},{"n":"MultiboardMinimize","d":"设置${Multiboard}${Minimize/Maximize}","c":"最小化的多面板只显示标题.","t":"最大/最小化[R]"},{"n":"IsMultiboardMinimized","d":"${Multiboard}是最小化的","c":"","t":"多面板最小化"},{"n":"MultiboardClear","d":"清空${Multiboard}","c":"清空该多面板中的所有行和列.","t":"清空多面板"},{"n":"MultiboardSetTitleText","d":"设置${Multiboard}的标题为${文字}","c":"","t":"设置标题"},{"n":"MultiboardGetTitleText","d":"${Multiboard}的标题","c":"","t":"多面板标题"},{"n":"MultiboardSetTitleTextColor","d":"设置${Multiboard}的标题颜色为(${Red},${Green},${Blue}),Alpha值为${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"设置标题颜色[R]"},{"n":"MultiboardGetRowCount","d":"${Multiboard}的行数","c":"","t":"行数"},{"n":"MultiboardGetColumnCount","d":"${Multiboard}的列数","c":"","t":"列数"},{"n":"MultiboardSetColumnCount","d":"设置${Multiboard}的列数为${Columns}","c":"","t":"设置列数"},{"n":"MultiboardSetRowCount","d":"设置${Multiboard}的行数为${Rows}","c":"","t":"设置行数"},{"n":"MultiboardSetItemsValueColor","d":"设置${多面板}的所有项目颜色为(${Red},${Green},${Blue}),Alpha值为${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"设置所有项目颜色[R]"},{"n":"MultiboardGetItem","d":"${多面板}的第${X}行,第${Y}列项","c":"(0,0)作为多面板首项,会创建多面板项目.","t":"多面板项目[R]"},{"n":"MultiboardReleaseItem","d":"删除${多面板项目}","c":"并不会影响对多面板的显示.多面板项目指向多面板但不附属于多面板.","t":"删除多面板项目[R]"},{"n":"MultiboardSetItemStyle","d":"设置${多面板项目}的显示风格:${Show/Hide}文字${Show/Hide}图标","c":"","t":"设置指定项目显示风格[R]"},{"n":"MultiboardSetItemValue","d":"设置${多面板项目}的项目文本为${文字}","c":"","t":"设置指定项目文本[R]"},{"n":"MultiboardSetItemValueColor","d":"设置${多面板项目}的项目颜色为(${Red},${Green},${Blue}),Alpha值为${Transparency}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围为0-255.","t":"设置指定项目颜色[R]"},{"n":"MultiboardSuppressDisplay","d":"${打开/关闭}隐藏多面板模式","c":"隐藏多面板模式将无法显示多面板.","t":"显示/隐藏多面板模式[R]"},{"n":"SetCameraQuickPosition","d":"设置玩家的空格键转向点为(${X},${Y})","c":"按下空格键时镜头转向的位置.","t":"设置空格键转向点(所有玩家)[R]"},{"n":"SetCameraBounds","d":"设置玩家可用镜头区域:左下角(${X},${Y}),左上角(${X},${Y}),右上角(${X},${Y}),右下角(${X},${Y})","c":"该动作同样会影响小地图的显示.但小地图的图片是无法改变的.实际可用区域要大于可用镜头区域.","t":"设置可用镜头区域(所有玩家)[R]"},{"n":"StopCamera","d":"让所有玩家停止播放镜头","c":"比如在平移镜头的过程中可用该动作来中断平移.","t":"停止播放镜头(所有玩家)[R]"},{"n":"ResetToGameCamera","d":"重置玩家镜头为游戏默认状态,持续${Time}秒","c":"","t":"重置游戏镜头(所有玩家)[R]"},{"n":"PanCameraToTimed","d":"平移玩家镜头到(${X},${Y}),持续${Time}秒","c":"","t":"平移镜头(所有玩家)(限时)[R]"},{"n":"PanCameraToTimedWithZ","d":"平移玩家镜头到(${X},${Y}),镜头距离地面高度为${Z},持续${Time}秒","c":"在指定移动路径上镜头不会低于地面高度.","t":"指定高度平移镜头(所有玩家)(限时)[R]"},{"n":"SetCinematicCamera","d":"对所有玩家播放电影镜头:${CameraFile}","c":"在'Objects\\\\CinematicCameras'目录下有一些电影镜头,可用Mpq工具来查询.","t":"播放电影镜头(所有玩家)[R]"},{"n":"SetCameraRotateMode","d":"以(${X},${Y})为中心,旋转弧度为${Rad},持续:${Time}秒","c":"","t":"指定点旋转镜头(所有玩家)(弧度)(限时)[R]"},{"n":"SetCameraField","d":"设置玩家的镜头属性${Field}为${数值},持续${Time}秒","c":"","t":"设置镜头属性(所有玩家)(限时)[R]"},{"n":"SetCameraTargetController","d":"锁定玩家镜头到${单位},偏移坐标(${X},${Y}),使用${RotationSource}","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(所有玩家)[R]"},{"n":"SetCameraOrientController","d":"锁定玩家镜头到${单位},偏移坐标(${X},${Y})","c":"偏移坐标(X,Y)以单位脚底为原点坐标.","t":"锁定镜头到单位(固定镜头源)(所有玩家)[R]"},{"n":"CameraSetupGetField","d":"${镜头}的${CameraField}","c":"","t":"镜头属性(指定镜头)[R]"},{"n":"CameraSetupGetDestPositionLoc","d":"${镜头}的目标点","c":"会创建点.","t":"镜头目标点"},{"n":"CameraSetupApplyForceDuration","d":"将${镜头}应用方式设置为${ApplyMethod},持续${Time}秒","c":"","t":"应用镜头(所有玩家)(限时)[R]"},{"n":"CameraSetTargetNoiseEx","d":"摇晃玩家的镜头源,摇晃幅度:${Magnitude}速率:${Velocity}摇晃方式:${方式}","c":"使用'镜头-重置镜头'或设置摇晃幅度和速率为0来停止摇晃.","t":"摇晃镜头目标(所有玩家)[R]"},{"n":"CameraSetSourceNoiseEx","d":"摇晃玩家的镜头源,摇晃幅度:${Magnitude}速率:${Velocity}摇晃方式:${方式}","c":"使用'镜头-重置镜头'或设置摇晃幅度和速率为0来停止摇晃.","t":"摇晃镜头源(所有玩家)[R]"},{"n":"GetCameraField","d":"当前镜头的${CameraField}","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"镜头属性(当前镜头)"},{"n":"GetCameraTargetPositionX","d":"当前镜头目标X坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标X坐标"},{"n":"GetCameraTargetPositionY","d":"当前镜头目标Y坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标Y坐标"},{"n":"GetCameraTargetPositionZ","d":"当前镜头目标Z坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标Z坐标"},{"n":"GetCameraTargetPositionLoc","d":"当前镜头目标点","c":"会创建点.注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头目标点"},{"n":"GetCameraEyePositionX","d":"当前镜头源X坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源X坐标"},{"n":"GetCameraEyePositionY","d":"当前镜头源Y坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源Y坐标"},{"n":"GetCameraEyePositionZ","d":"当前镜头源Z坐标","c":"注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源Z坐标"},{"n":"GetCameraEyePositionLoc","d":"当前镜头源位置","c":"会创建点.注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线.","t":"当前镜头源位置"},{"n":"SetSoundVolume","d":"设置${音效}的音量为${Volume}","c":"音量取值范围0-127.","t":"设置音效音量[R]"},{"n":"SetSoundPlayPosition","d":"设置${音效}的播放时间点为${Offset}毫秒","c":"音效必须是正在播放的.不能用于3D音效.","t":"设置音效播放时间点[R]"},{"n":"SetSoundDistances","d":"设置${3D音效}的衰减最小范围:${数值}最大范围:${数值}","c":"该动作仅用于3D音效.注意不一定要达到最大范围,音量衰减到一定程度也会变没的.","t":"设置3D音效衰减范围"},{"n":"SetSoundPosition","d":"设置${3D音效}的播放位置为(${X},${Y}),Z轴高度为${Z}","c":"该动作仅用于3D音效.","t":"设置3D音效位置(指定坐标)[R]"},{"n":"SetMapMusic","d":"设置背景音乐列表为:${Music},${允许/禁止}随机播放,开始播放序号为${Index}","c":"可指定播放文件或播放目录.","t":"设置背景音乐列表[R]"},{"n":"SetMusicVolume","d":"设置背景音乐音量为${Volume}","c":"音量取值范围为0-127.","t":"设置背景音乐音量[R]"},{"n":"SetThematicMusicPlayPosition","d":"设置当前主题音乐播放时间点为${Offset}毫秒","c":"","t":"设置主题音乐播放时间点[R]"},{"n":"VolumeGroupSetVolume","d":"设置${VolumeChannel}的音量为${Volume}","c":"音量取值范围0-1.","t":"设置多通道音量[R]"},{"n":"AddWeatherEffect","d":"新建的在${矩形区域}的天气效果:${WeatherId}","c":"会创建天气效果.","t":"新建天气效果[R]"},{"n":"EnableWeatherEffect","d":"设置${WeatherEffect}的状态为:${On/Off}","c":"可以使用'环境-创建天气效果'动作来创建天气效果.","t":"启用/禁用天气效果"},{"n":"TerrainDeformCrater","d":"新建的弹坑变形.中心坐标:(${X},${Y})半径:${Radius}深度:${Depth}持续时间:${Duration}毫秒,变化类型:${Type}","c":"深度可取负数.永久地形变化在保存游戏时不会被记录.","t":"新建地形变化:弹坑[R]"},{"n":"TerrainDeformRipple","d":"新建的波纹变形.中心坐标:(${X},${Y})最终半径:${Radius}深度:${Depth}持续时间:${Duration}毫秒,变化次数:${Count}面波数:${SpaceWave}总波数:${TimeWave}初始半径率:${数值}变化类型:${Type}","c":"初始半径率=初始半径/最终半径.","t":"新建地形变化:波纹[R]"},{"n":"TerrainDeformWave","d":"新建的冲击波变形.起始坐标:(${X},${Y})波方向:(${X},${Y})波距离:${distance}波速度:${speed}波半径:${radius}深度:${Depth}变形效果持续时间:${Delay}毫秒,变化次数:${Count}","c":"深度可取负数.方向以(X,Y)坐标形式表示,如(1,1)表示45度.","t":"新建地形变化:冲击波[R]"},{"n":"TerrainDeformRandom","d":"新建的随机变形.中心坐标:(${X},${Y})半径:${Radius}最小高度变化:${Depth}最大高度变化:${Depth}持续时间:${Duration}毫秒,变化周期:${Duration}毫秒","c":"","t":"新建地形变化:随机[R]"},{"n":"TerrainDeformStop","d":"停止${TerrainDeformation},衰退时间:${Duration}毫秒","c":"地形变化会平滑地过渡到无.","t":"停止地形变化[R]"},{"n":"TerrainDeformStopAll","d":"停止所有地形变化","c":"包括由技能引起的地形变化.","t":"停止所有地形变化"},{"n":"AddSpecialEffect","d":"新建特效${ModelFile}在(${X},${Y})处","c":"会创建特效.","t":"新建特效(创建到坐标)[R]"},{"n":"AddSpecialEffectLoc","d":"新建特效${ModelFile}在${指定点}处","c":"会创建特效.","t":"新建特效(创建到点)[R]"},{"n":"AddSpecialEffectTarget","d":"新建特效${ModelFile}并绑定到${单位}的${AttachmentPoint}附加点上","c":"会创建特效.","t":"新建特效(创建到单位)[R]"},{"n":"AddSpellEffectById","d":"${技能}的${EffectType},创建到坐标(${X},${Y})","c":"会创建特效.","t":"新建特效(指定技能，创建到坐标)[R]"},{"n":"AddSpellEffectByIdLoc","d":"${技能}的${EffectType},创建到${指定点}","c":"会创建特效.","t":"新建特效(指定技能，创建到点)[R]"},{"n":"AddSpellEffectTargetById","d":"${技能}的${EffectType},绑定到${单位}的${String}附加点","c":"会创建特效.","t":"新建特效(指定技能，创建到单位)[R]"},{"n":"AddLightning","d":"新建闪电效果:${闪电效果}(${Boolean}检查可见性)起始点:(${X},${Y})终结点:(${X},${Y})","c":"会创建闪电效果.允许检查可见性则在起始点和终结点都不可见时将不创建闪电效果.","t":"新建闪电效果[R]"},{"n":"AddLightningEx","d":"新建闪电效果:${闪电效果}(${Boolean}检查可见性)起始点:(${X},${Y},${Z})终结点:(${X},${Y},${Z})","c":"会创建闪电效果.允许检查可见性则在起始点和终结点都不可见时将不创建闪电效果.","t":"新建闪电效果(指定Z轴)[R]"},{"n":"MoveLightningEx","d":"移动${Lightning}到新位置,(${Boolean}检查可见性)新起始点:(${X},${Y},${Z})新终结点:(${X},${Y},${Z})","c":"可指定Z坐标.允许检查可见性则在指定起始点和终结点都不可见时将不移动闪电效果.","t":"移动闪电效果(指定坐标)[R]"},{"n":"GetTerrainCliffLevel","d":"坐标(${X},${Y})处的地形悬崖高度","c":"悬崖高度:深水区为0,浅水区为1,平原为2,之后每层+1.","t":"地形悬崖高度(指定坐标)[R]"},{"n":"SetWaterBaseColor","d":"设置水颜色为:(${Red},${Green},${Blue}),透明值为:${Transparency}","c":"颜色格式为(红,绿,蓝).透明值0为不可见.颜色值和透明道值取值范围为0-255.","t":"设置水颜色[R]"},{"n":"SetWaterDeforms","d":"${On/Off}水面变形","c":"开启时当发生地形变化时水面高度也会随着变化.对永久变形无效.","t":"开启/关闭水面变形"},{"n":"GetTerrainType","d":"坐标(${X},${Y})处的地形","c":"","t":"指定坐标地形[R]"},{"n":"GetTerrainVariance","d":"坐标(${X},${Y})处的地形样式","c":"","t":"地形样式(指定坐标)[R]"},{"n":"SetTerrainType","d":"改变(${X},${Y})处的地形为${TerrainType},使用样式:${Variation}范围:${Area}形状:${Shape}","c":"地形样式-1表示随机样式.范围即地形编辑器中的刷子大小.1表示128x128范围","t":"改变地形类型(指定坐标)[R]"},{"n":"IsTerrainPathable","d":"坐标(${X},${Y})处的${PathingType}通行状态为关闭","c":"指定类型单位不能通行即通行状态为关闭.如该点不能造建筑就是'建造'通行状态为关闭.可使用'环境-设置地形通行状态'来改变通行状态.","t":"地形通行状态关闭(指定坐标)[R]"},{"n":"SetTerrainPathable","d":"设置(${X},${Y})处单元点的${Pathing}地形通行状态为:${On/Off}","c":"例:设置'建造'通行状态为开,则该点可以建造建筑.一个单元点范围为32x32.","t":"设置地形通行状态(指定坐标)[R]"},{"n":"CreateImage","d":"新建图像:${Image}大小:(${X},${Y},${Z})创建点:(${X},${Y},${Z})原点坐标:(${X},${Y},${Z})图像类型:${Type}","c":"使用'图像-设置永久渲染状态'动作才能显示图像.大小、创建点和原点格式为(X,Y,Z).创建点作为图像的左下角位置.会创建图像.","t":"新建图像[R]"},{"n":"DestroyImage","d":"删除${图像}","c":"","t":"删除"},{"n":"ShowImage","d":"设置${Image}${Show/Hide}","c":"","t":"显示/隐藏[R]"},{"n":"SetImageConstantHeight","d":"设置${Image}${Enable/Disable}Z轴显示,并设置高度为${Height}","c":"实际显示高度为图像高度+Z轴偏移.只有允许Z轴显示时才有效.","t":"设置图像高度"},{"n":"SetImagePosition","d":"改变${Image}的位置为(${X},${Y}),Z轴偏移为${Z}","c":"指图像的左下角位置.","t":"改变图像位置(指定坐标)[R]"},{"n":"SetImageColor","d":"设置${Image}的颜色值为(${Red},${Green},${Blue})Alpha值为${Alpha}","c":"颜色格式为(红,绿,蓝).Alpha值为0是不可见的.颜色值和Alpha值取值范围0-255.","t":"改变图像颜色[R]"},{"n":"SetImageRender","d":"设置${Image}:${Enable/Disable}显示状态","c":"未发现有任何作用.","t":"设置图像渲染状态"},{"n":"SetImageRenderAlways","d":"设置${Image}:${Enable/Disable}永久显示状态","c":"要显示图像则必须开启该项.","t":"设置图像永久渲染状态"},{"n":"SetImageAboveWater","d":"设置${Image}:${Enable/Disable}水面显示,${Enable/Disable}水的Alpha通道","c":"前者设置图像在水面或是水底显示.后者设置图像是否受水的Alpha通道影响.","t":"图像水面显示状态"},{"n":"SetImageType","d":"改变${Image}类型为${Type}","c":"","t":"改变图像类型"},{"n":"CreateUbersplat","d":"新建的地面纹理变化在点(${X},${Y}),使用图像:${Type}颜色值为(${Red},${Green},${Blue})Alpha值为${Transparency}(${Enable/Disable}暂停状态,${Enble/Disable}跳过出生动画)","c":"颜色值和Alpha值取值范围0-255.使用'地面纹理变化-设置永久渲染状态'来显示创建的纹理变化.暂停状态表示动画播放完毕后是否继续保留该纹理变化.会创建纹理变化.","t":"新建地面纹理变化[R]"},{"n":"DestroyUbersplat","d":"删除${Ubersplat}","c":"","t":"删除地面纹理变化"},{"n":"ResetUbersplat","d":"重置${Ubersplat}","c":"","t":"重置地面纹理变化"},{"n":"FinishUbersplat","d":"结束${Ubersplat}","c":"在动画播放完毕时自动清除该地面纹理变化.","t":"结束地面纹理变化"},{"n":"ShowUbersplat","d":"设置${Ubersplat}状态为${Show/Hide}","c":"","t":"显示/隐藏地面纹理变化[R]"},{"n":"SetUbersplatRender","d":"设置${Ubersplat}:${Enable/Disable}渲染状态","c":"未发现有任何作用.","t":"设置渲染状态"},{"n":"SetUbersplatRenderAlways","d":"设置${Ubersplat}:${Enable/Disable}永久渲染状态","c":"要显示地面纹理变化则必须开启该项.","t":"设置永久渲染状态"},{"n":"SetBlight","d":"为${Player}在圆心为(${X},${Y}),半径为${R}的圆范围内${Create/Remove}一块荒芜地表","c":"","t":"创建/删除荒芜地表(圆范围)(指定坐标)[R]"},{"n":"SetBlightRect","d":"为${Player}在${Region}${Create/Remove}一块荒芜地表","c":"","t":"创建/删除荒芜地表(矩形区域)[R]"},{"n":"CreateBlightedGoldmine","d":"新建${玩家}的不死族金矿在(${X},${Y}),面向角度:${Face}度","c":"","t":"新建不死族金矿[R]"},{"n":"IsPointBlighted","d":"坐标点(${X},${Y})被荒芜地表覆盖","c":"","t":"坐标点被荒芜地表覆盖[R]"},{"n":"SetDoodadAnimation","d":"选取圆心为(${X},${Y}),半径为${半径}的圆范围内的${装饰物类型}(选取方式:${选取方式}),做${AnimationName}动作(${允许/禁止}随机播放)","c":"特殊动画名:'show','hide','soundon','soundoff'.随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作.","t":"播放圆范围内地形装饰物动画[R]"},{"n":"SetDoodadAnimationRect","d":"播放${Rect}内所有${装饰物类型}的${AnimationName}动作(${允许/禁止}随机播放)","c":"特殊动画名:'show','hide','soundon','soundoff'.随机播放:比如某装饰物有好几个'stand'动作,则允许该项时会随机抽取某个动作播放,而禁止该项时只播放首个动作.","t":"播放矩形区域内地形装饰物动画[R]"},{"n":"StartMeleeAI","d":"为${Player}启用对战AI:${Script}","c":"AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本.","t":"启用对战AI"},{"n":"StartCampaignAI","d":"为${Player}启用战役AI:${Script}","c":"AI只能对电脑玩家使用,当运行该动作后,与之配匹的电脑玩家会强制执行该AI脚本.","t":"启用战役AI"},{"n":"CommandAI","d":"对${Player}发送AI命令:(${命令},${数据})","c":"发送的AI命令将被AI脚本所使用.","t":"发送AI命令"},{"n":"PauseCompAI","d":"设定${Player}${暂停/恢复}当前AI脚本的运行","c":"事实上该函数是有问题的,可以这么理解:设玩家当前AI脚本的运行状态R为0,暂停1次则R+1,恢复1次则R-1,仅当R=0时该玩家才会运行AI.在使用前请先理解这段话的意思.","t":"暂停/恢复AI脚本运行[R]"},{"n":"GetAIDifficulty","d":"${Player}的对战AI难度","c":"对非AI玩家返回普通难度.","t":"玩家的AI难度"},{"n":"RemoveGuardPosition","d":"忽视${单位}的警戒点","c":"单位将不会自动返回原警戒点.一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了.","t":"忽视指定单位的警戒点"},{"n":"RecycleGuardPosition","d":"恢复${单位}的警戒点","c":"这个动作通过AI来恢复特定单位的警戒点.","t":"恢复指定单位的警戒点"},{"n":"RemoveAllGuardPositions","d":"忽视${Player}的所有单位的警戒点","c":"单位将不会自动返回原警戒点.一个很有用的功能就是刷怪进攻时忽视单位警戒范围的话,怪就不会想家了.","t":"忽视所有单位的警戒点"},{"n":"Cheat","d":"输入作弊码:${String}","c":"作弊码只在单机有效.","t":"输入作弊码[R]"},{"n":"IsNoVictoryCheat","d":"玩家开启作弊模式:无法胜利","c":"单机作弊码开启的模式.","t":"无法胜利[R]"},{"n":"IsNoDefeatCheat","d":"玩家开启作弊模式:无法失败","c":"单机作弊码开启的模式.","t":"无法失败[R]"},{"n":"Preload","d":"预载${文件}","c":"可以事先载入文件并调入到游戏内存,以加快游戏的速度.","t":"预载文件"},{"n":"PreloadEnd","d":"开始预载,超时设置${Time}秒","c":"将文件调入到游戏内存中.","t":"开始预载"},{"n":"Preloader","d":"预载所有在${文件}中列出的文件","c":"","t":"批量预载"}]

const noBjMap = [{"n":"YDWESaveAbilityHandle","f":"YDWESaveAbilityHandleBJ"},{"n":"YDWELoadAbilityHandle","f":"YDWELoadAbilityHandleBJ"},{"n":"GetHandleId","f":"GetHandleIdBJ"},{"n":"StringHash","f":"StringHashBJ"},{"n":"DestroyLightning","f":"DestroyLightningBJ"},{"n":"GetLightningColorA","f":"GetLightningColorABJ"},{"n":"GetLightningColorR","f":"GetLightningColorRBJ"},{"n":"GetLightningColorG","f":"GetLightningColorGBJ"},{"n":"GetLightningColorB","f":"GetLightningColorBBJ"},{"n":"SetLightningColor","f":"SetLightningColorBJ"},{"n":"GetLastCreatedLightning","f":"GetLastCreatedLightningBJ"},{"n":"GetAbilityEffect","f":"GetAbilityEffectBJ"},{"n":"GetAbilitySound","f":"GetAbilitySoundBJ"},{"n":"GetTerrainType","f":"GetTerrainTypeBJ"},{"n":"GetTerrainVariance","f":"GetTerrainVarianceBJ"},{"n":"SetTerrainType","f":"SetTerrainTypeBJ"},{"n":"IsTerrainPathable","f":"IsTerrainPathableBJ"},{"n":"SetTerrainPathable","f":"SetTerrainPathableBJ"},{"n":"CreateImage","f":"CreateImageBJ"},{"n":"ShowImage","f":"ShowImageBJ"},{"n":"SetImagePosition","f":"SetImagePositionBJ"},{"n":"SetImageColor","f":"SetImageColorBJ"},{"n":"CreateUbersplat","f":"CreateUbersplatBJ"},{"n":"ShowUbersplat","f":"ShowUbersplatBJ"},{"n":"AddSpecialEffectTargetDestructable","f":"AddSpecialEffectTargetDestructableBJ"},{"n":"AddSpecialEffectTargetItem","f":"AddSpecialEffectTargetItemBJ"},{"n":"UnitHasBuff","f":"UnitHasBuffBJ"},{"n":"UnitRemoveBuff","f":"UnitRemoveBuffBJ"},{"n":"UnitDropItemPoint","f":"UnitDropItemPointBJ"},{"n":"UnitDropItemSlot","f":"UnitDropItemSlotBJ"},{"n":"UnitDropItemTarget","f":"UnitDropItemTargetBJ"},{"n":"UnitInventorySize","f":"UnitInventorySizeBJ"},{"n":"UnitRemoveType","f":"UnitRemoveTypeBJ"},{"n":"UnitAddType","f":"UnitAddTypeBJ"},{"n":"UnitMakeAbilityPermanent","f":"UnitMakeAbilityPermanentBJ"},{"n":"UnitDamageTarget","f":"UnitDamageTargetBJ"},{"n":"CreateMultiboard","f":"CreateMultiboardBJ"},{"n":"DestroyMultiboard","f":"DestroyMultiboardBJ"},{"n":"MultiboardDisplay","f":"MultiboardDisplayBJ"},{"n":"MultiboardMinimize","f":"MultiboardMinimizeBJ"},{"n":"MultiboardSetTitleTextColor","f":"MultiboardSetTitleTextColorBJ"},{"n":"MultiboardSetItemStyle","f":"MultiboardSetItemStyleBJ"},{"n":"MultiboardSetItemValue","f":"MultiboardSetItemValueBJ"},{"n":"MultiboardSetItemColor","f":"MultiboardSetItemColorBJ"},{"n":"MultiboardSetItemWidth","f":"MultiboardSetItemWidthBJ"},{"n":"MultiboardSetItemIcon","f":"MultiboardSetItemIconBJ"},{"n":"SetTextTagText","f":"SetTextTagTextBJ"},{"n":"SetTextTagPos","f":"SetTextTagPosBJ"},{"n":"SetTextTagPosUnit","f":"SetTextTagPosUnitBJ"},{"n":"SetTextTagSuspended","f":"SetTextTagSuspendedBJ"},{"n":"SetTextTagPermanent","f":"SetTextTagPermanentBJ"},{"n":"SetTextTagAge","f":"SetTextTagAgeBJ"},{"n":"SetTextTagLifespan","f":"SetTextTagLifespanBJ"},{"n":"SetTextTagFadepoint","f":"SetTextTagFadepointBJ"},{"n":"InitHashtable","f":"InitHashtableBJ"},{"n":"GetLastCreatedHashtable","f":"GetLastCreatedHashtableBJ"},{"n":"SaveReal","f":"SaveRealBJ"},{"n":"SaveInteger","f":"SaveIntegerBJ"},{"n":"SaveBoolean","f":"SaveBooleanBJ"},{"n":"SaveString","f":"SaveStringBJ"},{"n":"SavePlayerHandle","f":"SavePlayerHandleBJ"},{"n":"SaveWidgetHandle","f":"SaveWidgetHandleBJ"},{"n":"SaveDestructableHandle","f":"SaveDestructableHandleBJ"},{"n":"SaveItemHandle","f":"SaveItemHandleBJ"},{"n":"SaveUnitHandle","f":"SaveUnitHandleBJ"},{"n":"SaveAbilityHandle","f":"SaveAbilityHandleBJ"},{"n":"SaveTimerHandle","f":"SaveTimerHandleBJ"},{"n":"SaveTriggerHandle","f":"SaveTriggerHandleBJ"},{"n":"SaveTriggerConditionHandle","f":"SaveTriggerConditionHandleBJ"},{"n":"SaveTriggerActionHandle","f":"SaveTriggerActionHandleBJ"},{"n":"SaveTriggerEventHandle","f":"SaveTriggerEventHandleBJ"},{"n":"SaveForceHandle","f":"SaveForceHandleBJ"},{"n":"SaveGroupHandle","f":"SaveGroupHandleBJ"},{"n":"SaveLocationHandle","f":"SaveLocationHandleBJ"},{"n":"SaveRectHandle","f":"SaveRectHandleBJ"},{"n":"SaveBooleanExprHandle","f":"SaveBooleanExprHandleBJ"},{"n":"SaveSoundHandle","f":"SaveSoundHandleBJ"},{"n":"SaveEffectHandle","f":"SaveEffectHandleBJ"},{"n":"SaveUnitPoolHandle","f":"SaveUnitPoolHandleBJ"},{"n":"SaveItemPoolHandle","f":"SaveItemPoolHandleBJ"},{"n":"SaveQuestHandle","f":"SaveQuestHandleBJ"},{"n":"SaveQuestItemHandle","f":"SaveQuestItemHandleBJ"},{"n":"SaveDefeatConditionHandle","f":"SaveDefeatConditionHandleBJ"},{"n":"SaveTimerDialogHandle","f":"SaveTimerDialogHandleBJ"},{"n":"SaveLeaderboardHandle","f":"SaveLeaderboardHandleBJ"},{"n":"SaveMultiboardHandle","f":"SaveMultiboardHandleBJ"},{"n":"SaveMultiboardItemHandle","f":"SaveMultiboardItemHandleBJ"},{"n":"SaveTrackableHandle","f":"SaveTrackableHandleBJ"},{"n":"SaveDialogHandle","f":"SaveDialogHandleBJ"},{"n":"SaveButtonHandle","f":"SaveButtonHandleBJ"},{"n":"SaveTextTagHandle","f":"SaveTextTagHandleBJ"},{"n":"SaveLightningHandle","f":"SaveLightningHandleBJ"},{"n":"SaveImageHandle","f":"SaveImageHandleBJ"},{"n":"SaveUbersplatHandle","f":"SaveUbersplatHandleBJ"},{"n":"SaveRegionHandle","f":"SaveRegionHandleBJ"},{"n":"SaveFogStateHandle","f":"SaveFogStateHandleBJ"},{"n":"SaveFogModifierHandle","f":"SaveFogModifierHandleBJ"},{"n":"SaveAgentHandle","f":"SaveAgentHandleBJ"},{"n":"SaveHashtableHandle","f":"SaveHashtableHandleBJ"},{"n":"LoadReal","f":"LoadRealBJ"},{"n":"LoadInteger","f":"LoadIntegerBJ"},{"n":"LoadBoolean","f":"LoadBooleanBJ"},{"n":"LoadString","f":"LoadStringBJ"},{"n":"LoadPlayerHandle","f":"LoadPlayerHandleBJ"},{"n":"LoadWidgetHandle","f":"LoadWidgetHandleBJ"},{"n":"LoadDestructableHandle","f":"LoadDestructableHandleBJ"},{"n":"LoadItemHandle","f":"LoadItemHandleBJ"},{"n":"LoadUnitHandle","f":"LoadUnitHandleBJ"},{"n":"LoadAbilityHandle","f":"LoadAbilityHandleBJ"},{"n":"LoadTimerHandle","f":"LoadTimerHandleBJ"},{"n":"LoadTriggerHandle","f":"LoadTriggerHandleBJ"},{"n":"LoadTriggerConditionHandle","f":"LoadTriggerConditionHandleBJ"},{"n":"LoadTriggerActionHandle","f":"LoadTriggerActionHandleBJ"},{"n":"LoadTriggerEventHandle","f":"LoadTriggerEventHandleBJ"},{"n":"LoadForceHandle","f":"LoadForceHandleBJ"},{"n":"LoadGroupHandle","f":"LoadGroupHandleBJ"},{"n":"LoadLocationHandle","f":"LoadLocationHandleBJ"},{"n":"LoadRectHandle","f":"LoadRectHandleBJ"},{"n":"LoadBooleanExprHandle","f":"LoadBooleanExprHandleBJ"},{"n":"LoadSoundHandle","f":"LoadSoundHandleBJ"},{"n":"LoadEffectHandle","f":"LoadEffectHandleBJ"},{"n":"LoadUnitPoolHandle","f":"LoadUnitPoolHandleBJ"},{"n":"LoadItemPoolHandle","f":"LoadItemPoolHandleBJ"},{"n":"LoadQuestHandle","f":"LoadQuestHandleBJ"},{"n":"LoadQuestItemHandle","f":"LoadQuestItemHandleBJ"},{"n":"LoadDefeatConditionHandle","f":"LoadDefeatConditionHandleBJ"},{"n":"LoadTimerDialogHandle","f":"LoadTimerDialogHandleBJ"},{"n":"LoadLeaderboardHandle","f":"LoadLeaderboardHandleBJ"},{"n":"LoadMultiboardHandle","f":"LoadMultiboardHandleBJ"},{"n":"LoadMultiboardItemHandle","f":"LoadMultiboardItemHandleBJ"},{"n":"LoadTrackableHandle","f":"LoadTrackableHandleBJ"},{"n":"LoadDialogHandle","f":"LoadDialogHandleBJ"},{"n":"LoadButtonHandle","f":"LoadButtonHandleBJ"},{"n":"LoadTextTagHandle","f":"LoadTextTagHandleBJ"},{"n":"LoadLightningHandle","f":"LoadLightningHandleBJ"},{"n":"LoadImageHandle","f":"LoadImageHandleBJ"},{"n":"LoadUbersplatHandle","f":"LoadUbersplatHandleBJ"},{"n":"LoadRegionHandle","f":"LoadRegionHandleBJ"},{"n":"LoadFogStateHandle","f":"LoadFogStateHandleBJ"},{"n":"LoadFogModifierHandle","f":"LoadFogModifierHandleBJ"},{"n":"LoadHashtableHandle","f":"LoadHashtableHandleBJ"},{"n":"FlushParentHashtable","f":"FlushParentHashtableBJ"},{"n":"FlushChildHashtable","f":"FlushChildHashtableBJ"},{"n":"SetPlayerTaxRate","f":"SetPlayerTaxRateBJ"},{"n":"GetPlayerTaxRate","f":"GetPlayerTaxRateBJ"},{"n":"IsPointBlighted","f":"IsPointBlightedBJ"},{"n":"DestroyLightning","f":"DestroyLightningBJ"},{"n":"GetLightningColorA","f":"GetLightningColorABJ"},{"n":"GetLightningColorR","f":"GetLightningColorRBJ"},{"n":"GetLightningColorG","f":"GetLightningColorGBJ"},{"n":"GetLightningColorB","f":"GetLightningColorBBJ"},{"n":"SetLightningColor","f":"SetLightningColorBJ"},{"n":"GetLastCreatedLightning","f":"GetLastCreatedLightningBJ"},{"n":"GetAbilityEffect","f":"GetAbilityEffectBJ"},{"n":"GetAbilitySound","f":"GetAbilitySoundBJ"},{"n":"GetTerrainType","f":"GetTerrainTypeBJ"},{"n":"GetTerrainVariance","f":"GetTerrainVarianceBJ"},{"n":"SetTerrainType","f":"SetTerrainTypeBJ"},{"n":"IsTerrainPathable","f":"IsTerrainPathableBJ"},{"n":"SetTerrainPathable","f":"SetTerrainPathableBJ"},{"n":"CreateImage","f":"CreateImageBJ"},{"n":"ShowImage","f":"ShowImageBJ"},{"n":"SetImagePosition","f":"SetImagePositionBJ"},{"n":"SetImageColor","f":"SetImageColorBJ"},{"n":"CreateUbersplat","f":"CreateUbersplatBJ"},{"n":"ShowUbersplat","f":"ShowUbersplatBJ"},{"n":"AddSpecialEffectTargetDestructable","f":"AddSpecialEffectTargetDestructableBJ"},{"n":"AddSpecialEffectTargetItem","f":"AddSpecialEffectTargetItemBJ"},{"n":"UnitHasBuff","f":"UnitHasBuffBJ"},{"n":"UnitRemoveBuff","f":"UnitRemoveBuffBJ"},{"n":"UnitDropItemPoint","f":"UnitDropItemPointBJ"},{"n":"UnitDropItemSlot","f":"UnitDropItemSlotBJ"},{"n":"UnitDropItemTarget","f":"UnitDropItemTargetBJ"},{"n":"UnitInventorySize","f":"UnitInventorySizeBJ"},{"n":"UnitRemoveType","f":"UnitRemoveTypeBJ"},{"n":"UnitAddType","f":"UnitAddTypeBJ"},{"n":"UnitMakeAbilityPermanent","f":"UnitMakeAbilityPermanentBJ"},{"n":"UnitDamageTarget","f":"UnitDamageTargetBJ"},{"n":"CreateMultiboard","f":"CreateMultiboardBJ"},{"n":"DestroyMultiboard","f":"DestroyMultiboardBJ"},{"n":"MultiboardDisplay","f":"MultiboardDisplayBJ"},{"n":"MultiboardMinimize","f":"MultiboardMinimizeBJ"},{"n":"MultiboardSetTitleTextColor","f":"MultiboardSetTitleTextColorBJ"},{"n":"MultiboardSetItemStyle","f":"MultiboardSetItemStyleBJ"},{"n":"MultiboardSetItemValue","f":"MultiboardSetItemValueBJ"},{"n":"MultiboardSetItemColor","f":"MultiboardSetItemColorBJ"},{"n":"MultiboardSetItemWidth","f":"MultiboardSetItemWidthBJ"},{"n":"MultiboardSetItemIcon","f":"MultiboardSetItemIconBJ"},{"n":"SetTextTagText","f":"SetTextTagTextBJ"},{"n":"SetTextTagPos","f":"SetTextTagPosBJ"},{"n":"SetTextTagPosUnit","f":"SetTextTagPosUnitBJ"},{"n":"SetTextTagSuspended","f":"SetTextTagSuspendedBJ"},{"n":"SetTextTagPermanent","f":"SetTextTagPermanentBJ"},{"n":"SetTextTagAge","f":"SetTextTagAgeBJ"},{"n":"SetTextTagLifespan","f":"SetTextTagLifespanBJ"},{"n":"SetTextTagFadepoint","f":"SetTextTagFadepointBJ"},{"n":"SetPlayerTaxRate","f":"SetPlayerTaxRateBJ"},{"n":"GetPlayerTaxRate","f":"GetPlayerTaxRateBJ"},{"n":"IsPointBlighted","f":"IsPointBlightedBJ"}]

export interface TypeDefinition {
    Name: string;
    Parent: string;

}

export class ArgumentDefinition {
    Type: string;
    Name: string;

    constructor(Type: string, Name: string) {
        this.Type = Type;
        this.Name = Name;
    }
}

export interface NativeDefinition {
    Name: string;
    Arguments: ArgumentDefinition[];
    ReturnType: string;

}

export interface GlobalDefinition {
    IsConstant: boolean;
    Type: string;
    IsArray: boolean;
    Name: string;
    Value: string;

}

export interface FunctionDefinition {
    Name: string;
    Arguments: ArgumentDefinition[];
    ReturnType: string;

}

export interface LibraryDefinition {
    Types: TypeDefinition[];
    Natives: NativeDefinition[];
    Globals: GlobalDefinition[];
    Functions: FunctionDefinition[];

}

export class JassParser {
    private TYPE_DEFINITION: RegExp = new RegExp('type\\s+(?<name>\\w+)\\s+extends\\s+(?<parent>\\w+)');
    private NATIVE_DEFINITION: RegExp = new RegExp('native\\s+(?<name>\\w+)\\s+takes\\s+(?<prototype>.+)');
    public GLOBAL_DEFINITION: RegExp = new RegExp(
        '(?<constant>constant)?\\s*(?<type>\\w+)(\\s+(?<array>array))?\\s+(?<name>\\w+)(\\s+=\\s(?<value>.+))?',
    );
    private FUNCTION_DEFINITION: RegExp = new RegExp('function\\s+(?<name>\\w+)\\s+takes\\s+(?<prototype>.+)');

    private static isNullOrWhitespace(input: string): boolean {

        if (typeof input === 'undefined' || input == null) {
            return true;
        }

        return input.replace(/\s/g, '').length < 1;
    }

    private static clean(input: string): string {
        input = input.trim();
        while (input.indexOf('  ') >= 0) {
            input = input.replace('  ', ' ');
        }
        while (input.indexOf('\\r') >= 0) {
            input = input.replace('\\r', '');
        }
        if (input.indexOf('//') >= 0) {
            input = input.substr(0, input.indexOf('//'));
        }
        while (input.indexOf('  ') >= 0) {
            input = input.replace('  ', ' ');
        }
        return input;
    }

    private static writeLine(writer: string[], line: string) {
        writer.push(line);
    }

    private static blankLine(writer: string[]) {
        JassParser.writeLine(writer, '');
    }

    private static Magic(native: NativeDefinition) {
        switch (native.Name) {
            case 'Condition':
            case 'Filter':
                native.Arguments[0].Type = '() => boolean';
                break;
        }
    }

    private static FixType(type: string, isReturn = false): string {
        switch (type) {
            case 'real':
            case 'integer':
                type = 'number';
                break;
            case 'nothing':
                type = 'void';
                break;
            case 'code':
                type = '() => void';
                break;
            case "boolexpr":
                if (!isReturn) {
                    type = 'boolexpr | (() => boolean) | null';
                }
                break;
            // case "conditionfunc":
            // case "filterfunc":
            // type = "() => boolean";
            // break;
        }
        return type;
    }

    private parseLines(lines: string[], library: LibraryDefinition) {
        let inGlobals = false;

        for (const rawLine of lines) {
            const line: string = JassParser.clean(rawLine);
            if (line.startsWith('//')) {
                continue;
            }

            if (inGlobals) {

                inGlobals = !line.includes('endglobals');
                if (!inGlobals) {
                    continue;
                }
                const globalDefinition = line.match(this.GLOBAL_DEFINITION);
                if (globalDefinition != null) {
                    if (globalDefinition.groups) {
                        const type = globalDefinition.groups['type'];
                        const value = globalDefinition.groups['value'];

                        library.Globals.push({
                            IsConstant: !JassParser.isNullOrWhitespace(globalDefinition.groups['constant']),
                            Type: type,
                            IsArray: !JassParser.isNullOrWhitespace(globalDefinition.groups['array']),
                            Name: globalDefinition.groups['name'],
                            Value: value,
                        });
                    }
                }
            } else {
                inGlobals = line.includes('globals');
                if (inGlobals) {
                    continue;
                }

                const typeDefinition = line.match(this.TYPE_DEFINITION);
                if (typeDefinition != null) {
                    if (typeDefinition.groups) {
                        library.Types.push({
                            Name: typeDefinition.groups['name'],
                            Parent: typeDefinition.groups['parent'],
                        });
                    }
                    continue;
                }

                const nativeDefinition = line.match(this.NATIVE_DEFINITION);
                if (nativeDefinition != null) {
                    if (nativeDefinition.groups) {

                        const name = nativeDefinition.groups['name'];
                        const prototype = nativeDefinition.groups['prototype'];
                        const takes = JassParser.clean(prototype.split('returns')[0]);
                        const returns = JassParser.clean(prototype.split('returns')[1]);
                        library.Natives.push({
                            Name: name,
                            Arguments: takes === 'nothing' ? [] : takes.split(',').map(s => s.trim()).map(s => new ArgumentDefinition(
                                s.split(' ')[0],
                                s.split(' ')[1],
                            )),
                            ReturnType: returns,
                        });
                        continue;
                    }
                }

                const functionDefinition = line.match(this.FUNCTION_DEFINITION);
                if (functionDefinition != null) {
                    if (functionDefinition.groups) {
                        const name = functionDefinition.groups['name'];
                        const prototype = functionDefinition.groups['prototype'];
                        const takes = JassParser.clean(prototype.split('returns')[0]);
                        const returns = JassParser.clean(prototype.split('returns')[1]);
                        library.Functions.push({
                            Name: name,
                            Arguments: takes === 'nothing' ? [] : takes.split(',').map(s => s.trim()).map(s => new ArgumentDefinition(
                                s.split(' ')[0],
                                s.split(' ')[1],
                            )),
                            ReturnType: returns,
                        });

                    }
                }
            }
        }
    }

    private parseFile(path: string, library: LibraryDefinition) {
        this.parseLines(fs.readFileSync(path, 'utf8').split('\n'), library);
    }

    public genLua(inputFile: string){
        const library: LibraryDefinition = {
            Types: [],
            Natives: [],
            Globals: [],
            Functions: [],
        };
        console.log(`Parsing: ${inputFile}`);
        this.parseFile(inputFile, library);
        return library;
    }
    public main(args: string[]) {
        if (args.length < 4) {
            console.log('Usage: node index.js input1.j [input2.j...] output.d.ts');
            return 1;
        }
        args = args.slice(2, args.length);
        const inputFiles = args.slice(0, args.length - 1);
        const outputFile = args[args.length - 1];
        const outputJson = outputFile.replace("types","json").replace('.d.ts',".json");

        const library: LibraryDefinition = {
            Types: [],
            Natives: [],
            Globals: [],
            Functions: [],
        };
        const allApis:Array<{name:string,fun:string}> = [];

        for (const inputFile of inputFiles) {
            console.log(`Parsing: ${inputFile}`);
            this.parseFile(inputFile, library);
        }
        console.log((`Writing: ${outputFile}`));
        // const writer = fs.createWriteStream(outputFile, {
        //     flags: 'w',
        // });
        const writer: string[] = [];
        JassParser.writeLine(writer, '/** @noSelfInFile **/');
        JassParser.blankLine(writer);

        for (const type of library.Types) {
            JassParser.writeLine(writer, `declare interface ${type.Name} extends ${type.Parent} { __${type.Name}: never; }`);
        }
        JassParser.blankLine(writer);
        // Native处理
        for (const native of library.Natives) {
            JassParser.Magic(native);
            // allApis.push(native.Name);
            let line = ``;
            let _tNoBj = noBjMap.find(n => n.n == native.Name)
            let findName = _tNoBj ? _tNoBj.f : native.Name;
            let tempDoc = apiJson.find(d => d.n == findName);
            if (tempDoc) {
                line =`
/**
 * ${tempDoc.t}
 * ${tempDoc.d}
 * ${tempDoc.c}
 */
`;
            }

            line += `declare function ${native.Name}(`;
            if (native.Arguments.length !== 0) {
                line += `${native.Arguments.map(
                    arg => `${arg.Name}: ${JassParser.FixType(arg.Type)}`,
                ).reduce(
                    (a, b) => a + ', ' + b
                )}`;

            }
            line += `): ${JassParser.FixType(native.ReturnType, true)};\n`
            allApis.push({name:native.Name,"fun":line})

            JassParser.writeLine(writer, line);
        }

        JassParser.blankLine(writer);

        for (const global of library.Globals) {
            let line = '';

            line += 'declare';
            if (global.IsConstant) {
                line += ' const';
            } else {
                line += ' var';
            }
            line += ` ${global.Name}`;
            const arrayText = (global.IsArray ? "[]" : "");
            JassParser.writeLine(writer, line + `: ${JassParser.FixType(global.Type)}${arrayText};`);
        }
        JassParser.blankLine(writer);

        for (const funct of library.Functions) {
            // allApis.push(funct.Name);

            let line = ``;
            let tempDoc = apiJson.find(d => d.n == funct.Name);
            if (tempDoc) {
                line = `
/**
 * ${tempDoc.t}
 * ${tempDoc.d}
 * ${tempDoc.c}
 */
`;
            }

            line += `declare function ${funct.Name}(`;
            if (funct.Arguments.length !== 0) {
                line += `${funct.Arguments.map(
                    arg => `${arg.Name}: ${JassParser.FixType(arg.Type)}`
                ).reduce((a, b) => a + ', ' + b)}`;

            }
            line += `): ${JassParser.FixType(funct.ReturnType, true)};\n`
            allApis.push({name:funct.Name,"fun":line})

            JassParser.writeLine(writer, line);
        }
        
        fs.writeFileSync(outputFile, writer.join('\n'));
        fs.writeFileSync(outputJson,JSON.stringify(allApis,null," "))
        return 0;

    }
}
